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

#include <AnimNode_Root.h>

+ Inheritance diagram for FAnimNode_Root:

Public Member Functions

ENGINE_API FAnimNode_Root ()
 
virtual ENGINE_API void Initialize_AnyThread (const FAnimationInitializeContext &Context) override
 
virtual ENGINE_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context) override
 
virtual ENGINE_API void Update_AnyThread (const FAnimationUpdateContext &Context) override
 
virtual ENGINE_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual ENGINE_API void GatherDebugData (FNodeDebugData &DebugData) override
 
ENGINE_API FName GetName () const
 
ENGINE_API FName GetGroup () const
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output)
 
virtual bool CanUpdateInWorkerThread () const
 
virtual bool HasPreUpdate () const
 
virtual void PreUpdate (const UAnimInstance *InAnimInstance)
 
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

FPoseLink Result
 

Friends

class UAnimGraphNode_Root
 

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)
 

Constructor & Destructor Documentation

◆ FAnimNode_Root()

FAnimNode_Root::FAnimNode_Root ( )

Member Function Documentation

◆ CacheBones_AnyThread()

void FAnimNode_Root::CacheBones_AnyThread ( const FAnimationCacheBonesContext Context)
overridevirtual

Called to cache any bones that this node needs to track (e.g. in a FBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.

Parameters
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

◆ Evaluate_AnyThread()

void FAnimNode_Root::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_Root::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.

◆ GetGroup()

FName FAnimNode_Root::GetGroup ( ) const

Get the group of this root node, used to group this output with others when used in a layer.

◆ GetName()

FName FAnimNode_Root::GetName ( ) const

Get the name of this root node, used to identify the output of this graph

◆ Initialize_AnyThread()

void FAnimNode_Root::Initialize_AnyThread ( const FAnimationInitializeContext Context)
overridevirtual

Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.

Parameters
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

◆ Update_AnyThread()

void FAnimNode_Root::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.

Friends And Related Symbol Documentation

◆ UAnimGraphNode_Root

friend class UAnimGraphNode_Root
friend

Member Data Documentation

◆ Result

FPoseLink FAnimNode_Root::Result

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