UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAnimNode_PoseSnapshot Struct Reference

#include <AnimNode_PoseSnapshot.h>

+ Inheritance diagram for FAnimNode_PoseSnapshot:

Public Member Functions

ANIMGRAPHRUNTIME_API FAnimNode_PoseSnapshot ()
 
virtual bool HasPreUpdate () const override
 
virtual ANIMGRAPHRUNTIME_API void PreUpdate (const UAnimInstance *InAnimInstance) override
 
virtual ANIMGRAPHRUNTIME_API void Update_AnyThread (const FAnimationUpdateContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual ANIMGRAPHRUNTIME_API void GatherDebugData (FNodeDebugData &DebugData) override
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void Initialize_AnyThread (const FAnimationInitializeContext &Context)
 
virtual ENGINE_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context)
 
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output)
 
virtual bool CanUpdateInWorkerThread () const
 
virtual bool NeedsDynamicReset () const
 
virtual ENGINE_API void ResetDynamics (ETeleportType InTeleportType)
 
virtual void PostCompile (const class USkeleton *InSkeleton)
 
virtual bool NeedsOnInitializeAnimInstance () const
 
virtual ~FAnimNode_Base ()
 
virtual void ResetDynamics ()
 
virtual bool WantsSkippedUpdates () const
 
virtual void OnUpdatesSkipped (TArrayView< const FAnimationUpdateContext * > SkippedUpdateContexts)
 
virtual void OverrideAsset (class UAnimationAsset *NewAsset)
 
ENGINE_API const FExposedValueHandlerGetEvaluateGraphExposedInputs () const
 
void SetExposedValueHandler (const FExposedValueHandler *Handler)
 
int32 GetNodeIndex () const
 
const IAnimClassInterfaceGetAnimClassInterface () const
 

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)
 

Detailed Description

Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot

Constructor & Destructor Documentation

◆ FAnimNode_PoseSnapshot()

FAnimNode_PoseSnapshot::FAnimNode_PoseSnapshot ( )

Member Function Documentation

◆ Evaluate_AnyThread()

void FAnimNode_PoseSnapshot::Evaluate_AnyThread ( FPoseContext Output)
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.

Parameters
OutputOutput structure to write pose or curve data to. Also provides access to relevant data as a context.

Reimplemented from FAnimNode_Base.

◆ GatherDebugData()

void FAnimNode_PoseSnapshot::GatherDebugData ( FNodeDebugData DebugData)
overridevirtual

Called to gather on-screen debug data. This is called on the game thread.

Parameters
DebugDataDebug data structure used to output any relevant data

Reimplemented from FAnimNode_Base.

◆ HasPreUpdate()

virtual bool FAnimNode_PoseSnapshot::HasPreUpdate ( ) const
inlineoverridevirtual

FAnimNode_Base interface

Reimplemented from FAnimNode_Base.

◆ PreUpdate()

void FAnimNode_PoseSnapshot::PreUpdate ( const UAnimInstance InAnimInstance)
overridevirtual

Override this to perform game-thread work prior to non-game thread Update() being called

Reimplemented from FAnimNode_Base.

◆ Update_AnyThread()

void FAnimNode_PoseSnapshot::Update_AnyThread ( const FAnimationUpdateContext Context)
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.

Parameters
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

Member Data Documentation

◆ Mode

ESnapshotSourceMode FAnimNode_PoseSnapshot::Mode

How to access the snapshot

◆ Snapshot

FPoseSnapshot FAnimNode_PoseSnapshot::Snapshot

Snapshot to use. This should be populated at first by calling SnapshotPose

◆ SnapshotName

FName FAnimNode_PoseSnapshot::SnapshotName

The name of the snapshot previously stored with SavePoseSnapshot


The documentation for this struct was generated from the following files: