#include <AnimNode_StateMachine.h>
|
| ENGINE_API const FBakedAnimationStateMachine * | GetMachineDescription () const |
| |
| ENGINE_API void | SetStateInternal (int32 NewStateIndex) |
| |
| ENGINE_API const FBakedAnimationState & | GetStateInfo () const |
| |
| ENGINE_API const int32 | GetStateIndex (const FBakedAnimationState &StateInfo) const |
| |
| ENGINE_API bool | FindValidTransition (const FAnimationUpdateContext &Context, const FBakedAnimationState &StateInfo, FAnimationPotentialTransition &OutPotentialTransition, TArray< int32, TInlineAllocator< 4 > > &OutVisitedStateIndices) |
| |
| ENGINE_API void | UpdateTransitionStates (const FAnimationUpdateContext &Context, FAnimationActiveTransitionEntry &Transition) |
| |
| ENGINE_API bool | IsAConduitState (int32 StateIndex) const |
| |
| ENGINE_API void | UpdateState (int32 StateIndex, const FAnimationUpdateContext &Context) |
| |
| ENGINE_API const FPoseContext & | EvaluateState (int32 StateIndex, const FPoseContext &Context) |
| |
| ENGINE_API void | EvaluateTransitionStandardBlend (FPoseContext &Output, FAnimationActiveTransitionEntry &Transition, bool bIntermediatePoseIsValid) |
| |
| ENGINE_API void | EvaluateTransitionStandardBlendInternal (FPoseContext &Output, FAnimationActiveTransitionEntry &Transition, const FPoseContext &PreviousStateResult, const FPoseContext &NextStateResult) |
| |
| ENGINE_API void | EvaluateTransitionCustomBlend (FPoseContext &Output, FAnimationActiveTransitionEntry &Transition, bool bIntermediatePoseIsValid) |
| |
| ENGINE_API float | GetRelevantAnimTimeRemaining (const FAnimInstanceProxy *InAnimInstanceProxy, int32 StateIndex) const |
| |
| float | GetRelevantAnimTimeRemaining (const FAnimationUpdateContext &Context, int32 StateIndex) const |
| |
| ENGINE_API float | GetRelevantAnimTimeRemainingFraction (const FAnimInstanceProxy *InAnimInstanceProxy, int32 StateIndex) const |
| |
| float | GetRelevantAnimTimeRemainingFraction (const FAnimationUpdateContext &Context, int32 StateIndex) const |
| |
| const FAnimNode_AssetPlayerBase * | GetRelevantAssetPlayerFromState (const FAnimInstanceProxy *InAnimInstanceProxy, const FBakedAnimationState &StateInfo) const |
| |
| const FAnimNode_AssetPlayerBase * | GetRelevantAssetPlayerFromState (const FAnimationUpdateContext &Context, const FBakedAnimationState &StateInfo) const |
| |
| ENGINE_API const FAnimNode_AssetPlayerRelevancyBase * | GetRelevantAssetPlayerInterfaceFromState (const FAnimInstanceProxy *InAnimInstanceProxy, const FBakedAnimationState &StateInfo) const |
| |
| const FAnimNode_AssetPlayerRelevancyBase * | GetRelevantAssetPlayerInterfaceFromState (const FAnimationUpdateContext &Context, const FBakedAnimationState &StateInfo) const |
| |
| virtual ENGINE_API void | LogInertializationRequestError (const FAnimationUpdateContext &Context, int32 PreviousState, int32 NextState) |
| |
| ENGINE_API bool | RequestTransitionEvent (const FTransitionEvent &InTransitionEvent) |
| |
| ENGINE_API void | ClearTransitionEvents (const FName &EventName) |
| |
| ENGINE_API void | ClearAllTransitionEvents () |
| |
| ENGINE_API bool | QueryTransitionEvent (const int32 TransitionIndex, const FName &EventName) const |
| |
| ENGINE_API bool | QueryAndMarkTransitionEvent (const int32 TransitionIndex, const FName &EventName) |
| |
| ENGINE_API void | ConsumeMarkedTransitionEvents () |
| |
| 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) |
| |
◆ FAnimNode_StateMachine()
| FAnimNode_StateMachine::FAnimNode_StateMachine |
( |
| ) |
|
|
inline |
◆ CacheBones_AnyThread()
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
-
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ CacheMachineDescription()
Cache the internal machine description
◆ ClearAllTransitionEvents()
| void FAnimNode_StateMachine::ClearAllTransitionEvents |
( |
| ) |
|
|
protected |
Removes all queued transition requests
◆ ClearTransitionEvents()
| void FAnimNode_StateMachine::ClearTransitionEvents |
( |
const FName & |
EventName | ) |
|
|
protected |
Removes all queued transition requests with the given event name
◆ ConditionallyCacheBonesForState()
◆ ConsumeMarkedTransitionEvents()
| void FAnimNode_StateMachine::ConsumeMarkedTransitionEvents |
( |
| ) |
|
|
protected |
Removes all marked events that are queued
◆ Evaluate_AnyThread()
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
-
| Output | Output structure to write pose or curve data to. Also provides access to relevant data as a context. |
Reimplemented from FAnimNode_Base.
◆ EvaluateState()
◆ EvaluateTransitionCustomBlend()
◆ EvaluateTransitionStandardBlend()
◆ EvaluateTransitionStandardBlendInternal()
◆ FindValidTransition()
◆ GatherDebugData()
Called to gather on-screen debug data. This is called on the game thread.
- Parameters
-
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
◆ GetCurrentState()
| int32 FAnimNode_StateMachine::GetCurrentState |
( |
| ) |
const |
|
inline |
◆ GetCurrentStateElapsedTime()
| float FAnimNode_StateMachine::GetCurrentStateElapsedTime |
( |
| ) |
const |
|
inline |
◆ GetCurrentStateName()
| FName FAnimNode_StateMachine::GetCurrentStateName |
( |
| ) |
const |
◆ GetMachineDescription()
◆ GetRelevantAnimTimeRemaining() [1/2]
◆ GetRelevantAnimTimeRemaining() [2/2]
◆ GetRelevantAnimTimeRemainingFraction() [1/2]
◆ GetRelevantAnimTimeRemainingFraction() [2/2]
| float FAnimNode_StateMachine::GetRelevantAnimTimeRemainingFraction |
( |
const FAnimInstanceProxy * |
InAnimInstanceProxy, |
|
|
int32 |
StateIndex |
|
) |
| const |
|
protected |
◆ GetRelevantAssetPlayerFromState() [1/2]
◆ GetRelevantAssetPlayerFromState() [2/2]
◆ GetRelevantAssetPlayerInterfaceFromState() [1/2]
◆ GetRelevantAssetPlayerInterfaceFromState() [2/2]
◆ GetStateIndex() [1/2]
◆ GetStateIndex() [2/2]
| const int32 FAnimNode_StateMachine::GetStateIndex |
( |
FName |
StateName | ) |
const |
◆ GetStateInfo() [1/2]
◆ GetStateInfo() [2/2]
◆ GetStateWeight()
| float FAnimNode_StateMachine::GetStateWeight |
( |
int32 |
StateIndex | ) |
const |
◆ GetTransitionInfo()
◆ Initialize_AnyThread()
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
-
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ IsAConduitState()
| bool FAnimNode_StateMachine::IsAConduitState |
( |
int32 |
StateIndex | ) |
const |
|
protected |
◆ IsTransitionActive()
| bool FAnimNode_StateMachine::IsTransitionActive |
( |
int32 |
TransIndex | ) |
const |
◆ IsValidTransitionIndex()
| bool FAnimNode_StateMachine::IsValidTransitionIndex |
( |
int32 |
TransitionIndex | ) |
const |
◆ LogInertializationRequestError()
◆ QueryAndMarkTransitionEvent()
| bool FAnimNode_StateMachine::QueryAndMarkTransitionEvent |
( |
const int32 |
TransitionIndex, |
|
|
const FName & |
EventName |
|
) |
| |
|
protected |
Behaves like QueryTransitionEvent but additionally marks the event for consumption
◆ QueryTransitionEvent()
| bool FAnimNode_StateMachine::QueryTransitionEvent |
( |
const int32 |
TransitionIndex, |
|
|
const FName & |
EventName |
|
) |
| const |
|
protected |
Returns whether or not the given event transition request has been queued
◆ RequestTransitionEvent()
Queues a new transition request, returns true if the transition request was successfully queued
◆ SetState()
◆ SetStateInternal()
| void FAnimNode_StateMachine::SetStateInternal |
( |
int32 |
NewStateIndex | ) |
|
|
protected |
◆ TransitionToState()
◆ Update_AnyThread()
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
-
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ UpdateState()
◆ UpdateTransitionStates()
◆ FAnimationBlueprintEditor
| friend class FAnimationBlueprintEditor |
|
friend |
◆ FAnimInstanceProxy
◆ UAnimationStateMachineLibrary
◆ ActiveTransitionArray
◆ bAllowConduitEntryStates
| bool FAnimNode_StateMachine::bAllowConduitEntryStates |
◆ bCreateNotifyMetaData
| bool FAnimNode_StateMachine::bCreateNotifyMetaData |
◆ bReinitializeOnBecomingRelevant
| bool FAnimNode_StateMachine::bReinitializeOnBecomingRelevant |
◆ bSkipFirstUpdateTransition
| bool FAnimNode_StateMachine::bSkipFirstUpdateTransition |
◆ CurrentState
| int32 FAnimNode_StateMachine::CurrentState |
|
protected |
◆ ElapsedTime
| float FAnimNode_StateMachine::ElapsedTime |
|
protected |
◆ EvaluatingTransitionIndex
| int32 FAnimNode_StateMachine::EvaluatingTransitionIndex |
|
protected |
◆ MaxTransitionsPerFrame
| int32 FAnimNode_StateMachine::MaxTransitionsPerFrame |
◆ MaxTransitionsRequests
| int32 FAnimNode_StateMachine::MaxTransitionsRequests = 32 |
◆ OnGraphStatesEntered
◆ OnGraphStatesExited
◆ PRIVATE_MachineDescription
◆ QueuedTransitionEvents
◆ StateMachineIndexInClass
| int32 FAnimNode_StateMachine::StateMachineIndexInClass |
◆ StatePoseLinks
◆ StatesUpdated
The documentation for this struct was generated from the following files: