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

#include <CachedAnimData.h>

Public Member Functions

 FCachedAnimStateData ()
 
ENGINE_API bool IsValid (UAnimInstance &InAnimInstance) const
 
ENGINE_API float IsMachineRelevant (UAnimInstance &InAnimInstance) const
 
ENGINE_API float GetGlobalWeight (UAnimInstance &InAnimInstance) const
 
ENGINE_API float GetWeight (UAnimInstance &InAnimInstance) const
 
ENGINE_API bool IsFullWeight (UAnimInstance &InAnimInstance) const
 
ENGINE_API bool IsRelevant (UAnimInstance &InAnimInstance) const
 
ENGINE_API bool IsActiveState (class UAnimInstance &InAnimInstance) const
 
ENGINE_API bool WasAnimNotifyStateActive (UAnimInstance &InAnimInstance, TSubclassOf< UAnimNotifyState > AnimNotifyStateType) const
 

Public Attributes

FName StateMachineName
 
FName StateName
 

Detailed Description

This file contains a number of helper structures that can be used to process state-machine- related data in C++. This includes relevancy, state weights, animation time etc.

Constructor & Destructor Documentation

◆ FCachedAnimStateData()

FCachedAnimStateData::FCachedAnimStateData ( )
inline

Member Function Documentation

◆ GetGlobalWeight()

float FCachedAnimStateData::GetGlobalWeight ( UAnimInstance InAnimInstance) const

Global weight of state in AnimGraph

◆ GetWeight()

float FCachedAnimStateData::GetWeight ( UAnimInstance InAnimInstance) const

Local weight of state inside of state machine.

◆ IsActiveState()

bool FCachedAnimStateData::IsActiveState ( class UAnimInstance InAnimInstance) const

Is State active?

◆ IsFullWeight()

bool FCachedAnimStateData::IsFullWeight ( UAnimInstance InAnimInstance) const

Is State Full Weight?

◆ IsMachineRelevant()

float FCachedAnimStateData::IsMachineRelevant ( UAnimInstance InAnimInstance) const

Is the State Machine relevant? (Has any weight)

◆ IsRelevant()

bool FCachedAnimStateData::IsRelevant ( UAnimInstance InAnimInstance) const

Is State relevant?

◆ IsValid()

bool FCachedAnimStateData::IsValid ( UAnimInstance InAnimInstance) const

Did it find a matching StateMachine and State in the AnimGraph?

◆ WasAnimNotifyStateActive()

bool FCachedAnimStateData::WasAnimNotifyStateActive ( UAnimInstance InAnimInstance,
TSubclassOf< UAnimNotifyState AnimNotifyStateType 
) const

Member Data Documentation

◆ StateMachineName

FName FCachedAnimStateData::StateMachineName

Name of StateMachine State is in

◆ StateName

FName FCachedAnimStateData::StateName

Name of State to Cache


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