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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AnimNode_PoseSnapshot.h>
Inheritance diagram for FAnimNode_PoseSnapshot:Public Attributes | |
| FName | SnapshotName |
| FPoseSnapshot | Snapshot |
| ESnapshotSourceMode | Mode |
Additional Inherited Members | |
Protected Member Functions inherited from FAnimNode_Base | |
| template<typename DataType > | |
| const DataType & | GetData (UE::Anim::FNodeDataId InId, const UObject *InObject=nullptr) const |
| template<typename DataType > | |
| DataType * | GetInstanceDataPtr (UE::Anim::FNodeDataId InId, UObject *InObject=nullptr) |
| ENGINE_API bool | IsLODEnabled (FAnimInstanceProxy *AnimInstanceProxy) |
| virtual int32 | GetLODThreshold () const |
| virtual ENGINE_API void | OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance) |
Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot
| FAnimNode_PoseSnapshot::FAnimNode_PoseSnapshot | ( | ) |
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overridevirtual |
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
| Output | Output structure to write pose or curve data to. Also provides access to relevant data as a context. |
Reimplemented from FAnimNode_Base.
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overridevirtual |
Called to gather on-screen debug data. This is called on the game thread.
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
FAnimNode_Base interface
Reimplemented from FAnimNode_Base.
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overridevirtual |
Override this to perform game-thread work prior to non-game thread Update() being called
Reimplemented from FAnimNode_Base.
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overridevirtual |
Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
| ESnapshotSourceMode FAnimNode_PoseSnapshot::Mode |
How to access the snapshot
| FPoseSnapshot FAnimNode_PoseSnapshot::Snapshot |
Snapshot to use. This should be populated at first by calling SnapshotPose
| FName FAnimNode_PoseSnapshot::SnapshotName |
The name of the snapshot previously stored with SavePoseSnapshot