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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <AnimNode_TransitionPoseEvaluator.h>
Inheritance diagram for FAnimNode_TransitionPoseEvaluator: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) |
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).
| FAnimNode_TransitionPoseEvaluator::FAnimNode_TransitionPoseEvaluator | ( | ) |
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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.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
| void FAnimNode_TransitionPoseEvaluator::CachePose | ( | const FPoseContext & | PoseToCache | ) |
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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.
| Output | Output structure to write pose or curve data to. Also provides access to relevant data as a context. |
Reimplemented from FAnimNode_Base.
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overridevirtual |
Called to gather on-screen debug data. This is called on the game thread.
| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
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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.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
| bool FAnimNode_TransitionPoseEvaluator::InputNodeNeedsEvaluate | ( | ) | const |
| bool FAnimNode_TransitionPoseEvaluator::InputNodeNeedsUpdate | ( | const FAnimationUpdateContext & | Context | ) | const |
| void FAnimNode_TransitionPoseEvaluator::SetupCacheFrames | ( | ) |
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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.
| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
| UE::Anim::FHeapAttributeContainer FAnimNode_TransitionPoseEvaluator::CachedAttributes |
| FGraphTraversalCounter FAnimNode_TransitionPoseEvaluator::CachedBonesCounter |
| FBlendedHeapCurve FAnimNode_TransitionPoseEvaluator::CachedCurve |
| FCompactHeapPose FAnimNode_TransitionPoseEvaluator::CachedPose |
| int32 FAnimNode_TransitionPoseEvaluator::CacheFramesRemaining |
| TEnumAsByte<EEvaluatorDataSource::Type> FAnimNode_TransitionPoseEvaluator::DataSource |
| TEnumAsByte<EEvaluatorMode::Mode> FAnimNode_TransitionPoseEvaluator::EvaluatorMode |
| int32 FAnimNode_TransitionPoseEvaluator::FramesToCachePose |