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

#include <AnimNode_SaveCachedPose.h>

+ Inheritance diagram for FAnimNode_SaveCachedPose:

Classes

struct  FCachedUpdateContext
 

Public Member Functions

ENGINE_API FAnimNode_SaveCachedPose ()
 
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 void PostGraphUpdate ()
 
- 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 Pose
 
FName CachePoseName
 
float GlobalWeight
 

Protected Attributes

TArray< FCachedUpdateContextCachedUpdateContexts
 
FGraphTraversalCounter InitializationCounter
 
FGraphTraversalCounter CachedBonesCounter
 
FGraphTraversalCounter UpdateCounter
 
FGraphTraversalCounter EvaluationCounter
 

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_SaveCachedPose()

FAnimNode_SaveCachedPose::FAnimNode_SaveCachedPose ( )

Member Function Documentation

◆ CacheBones_AnyThread()

void FAnimNode_SaveCachedPose::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_SaveCachedPose::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_SaveCachedPose::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.

◆ Initialize_AnyThread()

void FAnimNode_SaveCachedPose::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.

◆ PostGraphUpdate()

void FAnimNode_SaveCachedPose::PostGraphUpdate ( )

◆ Update_AnyThread()

void FAnimNode_SaveCachedPose::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

◆ CachedBonesCounter

FGraphTraversalCounter FAnimNode_SaveCachedPose::CachedBonesCounter
protected

◆ CachedUpdateContexts

TArray<FCachedUpdateContext> FAnimNode_SaveCachedPose::CachedUpdateContexts
protected

◆ CachePoseName

FName FAnimNode_SaveCachedPose::CachePoseName

Intentionally not exposed, set by AnimBlueprintCompiler

◆ EvaluationCounter

FGraphTraversalCounter FAnimNode_SaveCachedPose::EvaluationCounter
protected

◆ GlobalWeight

float FAnimNode_SaveCachedPose::GlobalWeight

◆ InitializationCounter

FGraphTraversalCounter FAnimNode_SaveCachedPose::InitializationCounter
protected

◆ Pose

FPoseLink FAnimNode_SaveCachedPose::Pose

◆ UpdateCounter

FGraphTraversalCounter FAnimNode_SaveCachedPose::UpdateCounter
protected

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