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

#include <AnimNotifyQueue.h>

Public Member Functions

 FAnimNotifyQueue ()
 
bool PassesFiltering (const FAnimNotifyEvent *Notify) const
 
bool PassesChanceOfTriggering (const FAnimNotifyEvent *Event) const
 
void AddAnimNotify (const FAnimNotifyEvent *Notify, const UObject *NotifySource)
 
UE_API void AddAnimNotifies (bool bSrcIsLeader, const TArray< FAnimNotifyEventReference > &NewNotifies, const float InstanceWeight)
 
void AddAnimNotifies (bool bSrcIsLeader, const TMap< FName, TArray< FAnimNotifyEventReference > > &NewNotifies, const float InstanceWeight)
 
void AddAnimNotifies (const TArray< FAnimNotifyEventReference > &NewNotifies, const float InstanceWeight)
 
void AddAnimNotifies (const TMap< FName, TArray< FAnimNotifyEventReference > > &NewNotifies, const float InstanceWeight)
 
void Reset (USkeletalMeshComponent *Component)
 
void Append (const FAnimNotifyQueue &Queue)
 
void ApplyMontageNotifies (const FAnimInstanceProxy &Proxy)
 

Public Attributes

int32 PredictedLODLevel
 
FRandomStream RandomStream
 
TArray< FAnimNotifyEventReferenceAnimNotifies
 
TMap< FName, FAnimNotifyArrayUnfilteredMontageAnimNotifies
 

Constructor & Destructor Documentation

◆ FAnimNotifyQueue()

FAnimNotifyQueue::FAnimNotifyQueue ( )
inline

Member Function Documentation

◆ AddAnimNotifies() [1/4]

void FAnimNotifyQueue::AddAnimNotifies ( bool  bSrcIsLeader,
const TArray< FAnimNotifyEventReference > &  NewNotifies,
const float  InstanceWeight 
)

Add anim notifies

◆ AddAnimNotifies() [2/4]

void FAnimNotifyQueue::AddAnimNotifies ( bool  bSrcIsLeader,
const TMap< FName, TArray< FAnimNotifyEventReference > > &  NewNotifies,
const float  InstanceWeight 
)

Add anim notifies from montage

◆ AddAnimNotifies() [3/4]

void FAnimNotifyQueue::AddAnimNotifies ( const TArray< FAnimNotifyEventReference > &  NewNotifies,
const float  InstanceWeight 
)
inline

Wrapper functions for when we aren't coming from a sync group

◆ AddAnimNotifies() [4/4]

void FAnimNotifyQueue::AddAnimNotifies ( const TMap< FName, TArray< FAnimNotifyEventReference > > &  NewNotifies,
const float  InstanceWeight 
)
inline

◆ AddAnimNotify()

void FAnimNotifyQueue::AddAnimNotify ( const FAnimNotifyEvent Notify,
const UObject NotifySource 
)

Add notify to queue

◆ Append()

void FAnimNotifyQueue::Append ( const FAnimNotifyQueue Queue)

Append one queue to another

◆ ApplyMontageNotifies()

void FAnimNotifyQueue::ApplyMontageNotifies ( const FAnimInstanceProxy Proxy)

Takes the cached notifies from playing montages and adds them if they pass a slot weight check

◆ PassesChanceOfTriggering()

bool FAnimNotifyQueue::PassesChanceOfTriggering ( const FAnimNotifyEvent Event) const

Work out whether this notify should be triggered based on its chance of triggering value

◆ PassesFiltering()

bool FAnimNotifyQueue::PassesFiltering ( const FAnimNotifyEvent Notify) const

Should the notifies current filtering mode stop it from triggering

◆ Reset()

void FAnimNotifyQueue::Reset ( USkeletalMeshComponent *  Component)

Reset queue & update LOD level

Member Data Documentation

◆ AnimNotifies

TArray<FAnimNotifyEventReference> FAnimNotifyQueue::AnimNotifies

Animation Notifies that has been triggered in the latest tick

◆ PredictedLODLevel

int32 FAnimNotifyQueue::PredictedLODLevel

Best LOD that was 'predicted' by UpdateSkelPose. Copied form USkeletalMeshComponent. This is what bones were updated based on, so we do not allow rendering at a better LOD than this.

◆ RandomStream

FRandomStream FAnimNotifyQueue::RandomStream

Internal random stream

◆ UnfilteredMontageAnimNotifies

TMap<FName, FAnimNotifyArray> FAnimNotifyQueue::UnfilteredMontageAnimNotifies

Animation Notifies from montages that still need to be filtered by slot weight


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