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

#include <AnimNode_TransitionPoseEvaluator.h>

+ Inheritance diagram for FAnimNode_TransitionPoseEvaluator:

Public Member Functions

ENGINE_API FAnimNode_TransitionPoseEvaluator ()
 
ENGINE_API void SetupCacheFrames ()
 
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 bool InputNodeNeedsUpdate (const FAnimationUpdateContext &Context) const
 
ENGINE_API bool InputNodeNeedsEvaluate () const
 
ENGINE_API void CachePose (const FPoseContext &PoseToCache)
 
- 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

FCompactHeapPose CachedPose
 
FBlendedHeapCurve CachedCurve
 
UE::Anim::FHeapAttributeContainer CachedAttributes
 
int32 FramesToCachePose
 
int32 CacheFramesRemaining
 
TEnumAsByte< EEvaluatorDataSource::TypeDataSource
 
TEnumAsByte< EEvaluatorMode::ModeEvaluatorMode
 
FGraphTraversalCounter CachedBonesCounter
 

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

Animation data node for state machine transitions. Can be set to supply either the animation data from the transition source (From State) or the transition destination (To State).

Constructor & Destructor Documentation

◆ FAnimNode_TransitionPoseEvaluator()

FAnimNode_TransitionPoseEvaluator::FAnimNode_TransitionPoseEvaluator ( )

Member Function Documentation

◆ CacheBones_AnyThread()

void FAnimNode_TransitionPoseEvaluator::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.

◆ CachePose()

void FAnimNode_TransitionPoseEvaluator::CachePose ( const FPoseContext PoseToCache)

◆ Evaluate_AnyThread()

void FAnimNode_TransitionPoseEvaluator::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_TransitionPoseEvaluator::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_TransitionPoseEvaluator::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.

◆ InputNodeNeedsEvaluate()

bool FAnimNode_TransitionPoseEvaluator::InputNodeNeedsEvaluate ( ) const

◆ InputNodeNeedsUpdate()

bool FAnimNode_TransitionPoseEvaluator::InputNodeNeedsUpdate ( const FAnimationUpdateContext Context) const

◆ SetupCacheFrames()

void FAnimNode_TransitionPoseEvaluator::SetupCacheFrames ( )

◆ Update_AnyThread()

void FAnimNode_TransitionPoseEvaluator::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

◆ CachedAttributes

UE::Anim::FHeapAttributeContainer FAnimNode_TransitionPoseEvaluator::CachedAttributes

◆ CachedBonesCounter

FGraphTraversalCounter FAnimNode_TransitionPoseEvaluator::CachedBonesCounter

◆ CachedCurve

FBlendedHeapCurve FAnimNode_TransitionPoseEvaluator::CachedCurve

◆ CachedPose

FCompactHeapPose FAnimNode_TransitionPoseEvaluator::CachedPose

◆ CacheFramesRemaining

int32 FAnimNode_TransitionPoseEvaluator::CacheFramesRemaining

◆ DataSource

TEnumAsByte<EEvaluatorDataSource::Type> FAnimNode_TransitionPoseEvaluator::DataSource

◆ EvaluatorMode

TEnumAsByte<EEvaluatorMode::Mode> FAnimNode_TransitionPoseEvaluator::EvaluatorMode

◆ FramesToCachePose

int32 FAnimNode_TransitionPoseEvaluator::FramesToCachePose

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