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UK2Node_TransitionRuleGetter::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UK2Node_TransitionRuleGetter::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
Can this node be created under the specified schema.
AnimGraph
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const
[]
UK2Node_TransitionRuleGetter::GetFriendlyName
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
AnimGraph
static [FText](API\Runtime\Core\Internationalization\FText) GetFriendlyName ( [ETransitionGetter::Type](API\Editor\AnimGraph\ETransitionGetter__Type) TypeID )
[]
UK2Node_TransitionRuleGetter::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
AnimGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UK2Node_TransitionRuleGetter::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
Gets the name of this node, shown in title bar
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UK2Node_TransitionRuleGetter::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
AnimGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UK2Node_TransitionRuleGetter::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_TransitionRuleGetter::IsActionFilteredOut
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
AnimGraph
virtual bool IsActionFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
[]
UK2Node_TransitionRuleGetter::IsNodePure
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
Returns whether this node is considered 'pure' by the compiler
AnimGraph
virtual bool IsNodePure() const
[]
UK2Node_TransitionRuleGetter::PreloadRequiredAssets
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
Called before compilation begins, giving a blueprint time to force the linker to load data
AnimGraph
virtual void PreloadRequiredAssets()
[]
UK2Node_TransitionRuleGetter::ShowPaletteIconOnNode
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
Should we show the Palette Icon for this node on the node title
AnimGraph
virtual bool ShowPaletteIconOnNode() const
[]
UK2Node_TransitionRuleGetter::UK2Node_TransitionRuleGetter
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
AnimGraph
UK2Node_TransitionRuleGetter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_TransitionRuleGetter
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
AnimGraph
class UK2Node_TransitionRuleGetter : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[ { "type": "TObjectPtr<UAn...", "name": "AssociatedAnimAssetPlayerNode", "description": "" }, { "type": "TObjectPtr<UAn...", "name": "AssociatedStateNode", "description": "" }, { "type": "TEnumAsByte<ET...", "name": "GetterType", "description": "" } ]
ESequenceEvalReinit::Type
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
AnimGraphRuntime
namespace ESequenceEvalReinit { enum Type { NoReset, StartPosition, ExplicitTime, } }
[]
FAnimNode_AimOffsetLookAt::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_AimOffsetLookAt::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
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.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_AimOffsetLookAt::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_AimOffsetLookAt::GetLODThreshold
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold.
AnimGraphRuntime
virtual int32 GetLODThreshold() const
[]
FAnimNode_AimOffsetLookAt::GetPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
Get the coordinates that are currently being sampled by the blendspace.
AnimGraphRuntime
virtual FVector GetPosition() const
[]
FAnimNode_AimOffsetLookAt::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
Initialize function for setup purposes
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_AimOffsetLookAt::NeedsOnInitializeAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.
AnimGraphRuntime
virtual bool NeedsOnInitializeAnimInstance() const
[]
FAnimNode_AimOffsetLookAt::OnInitializeAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
Called once, from game thread as the parent anim instance is created
AnimGraphRuntime
virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimNode_AimOffsetLookAt::UpdateAssetPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
Update method for the asset player, to be implemented by derived classes
AnimGraphRuntime
virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
AnimGraphRuntime
void UpdateFromLookAtTarget ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & LocalPoseContext )
[]
FAnimNode_AimOffsetLookAt::FAnimNode_AimOffsetLookAt
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
AnimGraphRuntime
FAnimNode_AimOffsetLookAt()
[]
FAnimNode_AimOffsetLookAt
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
This node uses a source transform of a socket on the skeletal mesh to automatically calculate Yaw and Pitch directions for a referenced aim offset given a point in the world to look at.
AnimGraphRuntime
struct FAnimNode_AimOffsetLookAt : public [FAnimNode_BlendSpacePlayer](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendSpacePlayer)
[ { "type": "float", "name": "Alpha", "description": "Amount of this node to blend into the output pose" }, { "type": "FPoseLink", "name": "BasePose", "description": "" }, { "type": "bool", "name": "bIsLODEnabled", "description": "Cached flag to indicate whether LOD threshold is enabled" }, { "type": "FVector", "name": "CurrentBlendInput", "description": "Cached calculated blend input" }, { "type": "int32", "name": "LODThreshold", "description": "Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited" }, { "type": "FVector", "name": "LookAtLocation", "description": "Location, in world space to look at" }, { "type": "FBoneReference", "name": "PivotSocketBoneReference", "description": "Cached reference to the pivot socket's bone" }, { "type": "FTransform", "name": "PivotSocketLocalTransform", "description": "Cached local transform of the pivot socket" }, { "type": "FName", "name": "PivotSocketName", "description": "Socket or bone to treat as the look at pivot (optional)." }, { "type": "FVector", "name": "SocketAxis", "description": "Direction in the socket transform to consider the 'forward' or look at axis" }, { "type": "FBoneReference", "name": "SocketBoneReference", "description": "Cached reference to the source socket's bone" }, { "type": "FTransform", "name": "SocketLocalTransform", "description": "Cached local transform of the source socket" }, { "type": "FName", "name": "SourceSocketName", "description": "Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation" } ]
FAnimNode_ApplyAdditive::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_ApplyAdditive::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h
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.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_ApplyAdditive::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_ApplyAdditive::GetLODThreshold
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h
Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold.
AnimGraphRuntime
virtual int32 GetLODThreshold() const
[]
FAnimNode_ApplyAdditive::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h
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.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_ApplyAdditive::FAnimNode_ApplyAdditive
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h
AnimGraphRuntime
FAnimNode_ApplyAdditive()
[]
FAnimNode_ApplyAdditive
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h
AnimGraphRuntime
struct FAnimNode_ApplyAdditive : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "float", "name": "ActualAlpha", "description": "" }, { "type": "FPoseLink", "name": "Additive", "description": "" }, { "type": "float", "name": "Alpha", "description": "" }, { "type": "FInputAlphaBool...", "name": "AlphaBoolBlend", "description": "" }, { "type": "FName", "name": "AlphaCurveName", "description": "" }, { "type": "EAnimAlphaInput...", "name": "AlphaInputType", "description": "" }, { "type": "FInputScaleBias", "name": "AlphaScaleBias", "description": "" }, { "type": "FInputScaleBias...", "name": "AlphaScaleBiasClamp", "description": "" }, { "type": "bool", "name": "bAlphaBoolEnabled", "description": "" }, { "type": "FPoseLink", "name": "Base", "description": "" }, { "type": "int32", "name": "LODThreshold", "description": "Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited" } ]
FAnimNode_BlendBoneByChannel::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_BlendBoneByChannel::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
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.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_BlendBoneByChannel::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_BlendBoneByChannel::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
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.
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_BlendBoneByChannel::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
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.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_BlendBoneByChannel::FAnimNode_BlendBoneByChannel
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
AnimGraphRuntime
FAnimNode_BlendBoneByChannel()
[]
FAnimNode_BlendBoneByChannel
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
AnimGraphRuntime
struct FAnimNode_BlendBoneByChannel : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "FPoseLink", "name": "A", "description": "" }, { "type": "float", "name": "Alpha", "description": "" }, { "type": "FInputScaleBias", "name": "AlphaScaleBias", "description": "" }, { "type": "FPoseLink", "name": "B", "description": "" }, { "type": "TArray<FBlendB...", "name": "BoneDefinitions", "description": "" }, { "type": "TEnumAsByte< EB...", "name": "TransformsSpace", "description": "Space to convert transforms into prior to copying channels" } ]
FAnimNode_ApplyAdditive::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_ApplyAdditive.h
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.
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_BlendListBase::AddPose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
AnimGraphRuntime
virtual void AddPose()
[]
FAnimNode_BlendListBase::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_BlendListBase::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
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.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FBlendData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Struct for tracking blends for each pose.
AnimGraphRuntime
struct FBlendData
[ { "type": "FAlphaBlend", "name": "Blend", "description": "" }, { "type": "float", "name": "RemainingTime", "description": "" }, { "type": "float", "name": "StartAlpha", "description": "" }, { "type": "float", "name": "Weight", "description": "" } ]
FAnimNode_BlendListBase::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_BlendListBase::GetActiveChildIndex
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
AnimGraphRuntime
virtual int32 GetActiveChildIndex()
[]
FAnimNode_BlendListBase::GetBlendProfile
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Get the blend profile to use when blending, if any.
AnimGraphRuntime
[UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * GetBlendProfile() const
[]
FAnimNode_BlendListBase::GetBlendTimes
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Get the array of blend times to apply to our input poses.
AnimGraphRuntime
const [TArray](API\Runtime\Core\Containers\TArray)< float > & GetBlendTimes() const
[]
FAnimNode_BlendListBase::GetBlendType
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Get the blend type we will use when blending.
AnimGraphRuntime
EAlphaBlendOption GetBlendType() const
[]
FAnimNode_BlendListBase::GetCustomBlendCurve
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Get the custom blend curve to apply when blending, if any.
AnimGraphRuntime
[UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * GetCustomBlendCurve() const
[]
FAnimNode_BlendListBase::GetNodeName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
AnimGraphRuntime
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeName ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_BlendListBase::GetResetChildOnActivation
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Get whether to reinitialize the child pose when re-activated. For example, when active child changes
AnimGraphRuntime
bool GetResetChildOnActivation() const
[]
FAnimNode_BlendListBase::GetTransitionType
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Get the type of transition that this blend list will make.
AnimGraphRuntime
EBlendListTransitionType GetTransitionType() const
[]
FAnimNode_BlendListBase::Initialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
AnimGraphRuntime
void Initialize()
[]
FAnimNode_BlendListBase::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
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.
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_BlendListBase::RemovePose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
AnimGraphRuntime
virtual void RemovePose ( int32 PoseIndex )
[]
FAnimNode_BlendListBase::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
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.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_BlendListBase::FAnimNode_BlendListBase
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
AnimGraphRuntime
FAnimNode_BlendListBase()
[]
FAnimNode_BlendListBase
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListBase.h
Blend list node; has many children.
AnimGraphRuntime
struct FAnimNode_BlendListBase : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "TArray<FPoseLi...", "name": "BlendPose", "description": "" }, { "type": "bool", "name": "bResetChildOnActivation", "description": "This reinitializes the re-activated child if the child's weight was zero." }, { "type": "int32", "name": "LastActiveChildIndex", "description": "" }, { "type": "TArray<FBlendD...", "name": "PerBlendData", "description": "" }, { "type": "TArray<FBlendS...", "name": "PerBoneSampleData", "description": "Per-bone blending data, allocated when using blend profiles." } ]
FAnimNode_BlendListByBool::GetActiveChildIndex
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByBool.h
AnimGraphRuntime
virtual int32 GetActiveChildIndex()
[]
FAnimNode_BlendListByBool::GetActiveValue
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByBool.h
Get which input should be connected to the output.
AnimGraphRuntime
bool GetActiveValue() const
[]
FAnimNode_BlendListByBool::GetNodeName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByBool.h
AnimGraphRuntime
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeName ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_BlendListByBool::FAnimNode_BlendListByBool
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByBool.h
AnimGraphRuntime
FAnimNode_BlendListByBool()
[]
FAnimNode_BlendListByBool
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByBool.h
This node is effectively a 'branch', picking one of two input poses based on an input Boolean value.
AnimGraphRuntime
struct FAnimNode_BlendListByBool : public [FAnimNode_BlendListBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendListBase)
[]
FAnimNode_BlendListByEnum::GetActiveChildIndex
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h
AnimGraphRuntime
virtual int32 GetActiveChildIndex()
[]
FAnimNode_BlendListByEnum::GetActiveEnumValue
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h
Get the currently selected pose (as an enum value)
AnimGraphRuntime
uint8 GetActiveEnumValue() const
[]
FAnimNode_BlendListByEnum::GetEnumToPoseIndex
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h
Get the mapping from enum value to BlendPose index; there will be one entry per entry in the enum; entries out of range always map to pose index 0.
AnimGraphRuntime
const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetEnumToPoseIndex() const
[]
FAnimNode_BlendListByEnum::GetNodeName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h
AnimGraphRuntime
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeName ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_BlendListByEnum::SetEnumToPoseIndex
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h
Set the mapping from enum value to BlendPose index. Called during compilation.
AnimGraphRuntime
void SetEnumToPoseIndex ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InEnumToPoseIndex )
[]
FAnimNode_BlendListByEnum::FAnimNode_BlendListByEnum
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h
AnimGraphRuntime
FAnimNode_BlendListByEnum()
[]
FAnimNode_BlendListByEnum
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByEnum.h
Blend List by Enum, it changes based on enum input that enters.
AnimGraphRuntime
struct FAnimNode_BlendListByEnum : public [FAnimNode_BlendListBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendListBase)
[]
FAnimNode_BlendListByInt::GetActiveChildIndex
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByInt.h
Get the currently active child index.
AnimGraphRuntime
virtual int32 GetActiveChildIndex()
[]
FAnimNode_BlendListByInt::GetNodeName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByInt.h
AnimGraphRuntime
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeName ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_BlendListByInt::FAnimNode_BlendListByInt
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByInt.h
AnimGraphRuntime
FAnimNode_BlendListByInt()
[]
FAnimNode_BlendListByInt
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendListByInt.h
Blend list node; has many children.
AnimGraphRuntime
struct FAnimNode_BlendListByInt : public [FAnimNode_BlendListBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendListBase)
[]
FAnimNode_BlendSpaceEvaluator::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_BlendSpaceEvaluator::GetPlayRate
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h
Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse.
AnimGraphRuntime
virtual float GetPlayRate() const
[]
FAnimNode_BlendSpaceEvaluator::IsEvaluator
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h
Indicates if we are an evaluator - i.e. will be setting the time explicitly rather than letting it play out.
AnimGraphRuntime
virtual bool IsEvaluator() const
[]
FAnimNode_BlendSpaceEvaluator::ShouldTeleportToTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h
An evaluator will be setting the play rate to zero and setting the time explicitly. ShouldTeleportToTime indicates whether we should jump to that time, or move to it playing out root motion and events etc.
AnimGraphRuntime
virtual bool ShouldTeleportToTime() const
[]
FAnimNode_BlendSpaceEvaluator::UpdateAssetPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h
Update method for the asset player, to be implemented by derived classes
AnimGraphRuntime
virtual void UpdateAssetPlayer ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_BlendSpaceEvaluator::FAnimNode_BlendSpaceEvaluator
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h
AnimGraphRuntime
FAnimNode_BlendSpaceEvaluator()
[]
FAnimNode_BlendSpaceGraph::GetGroupName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraph.h
the sync group that this blendspace uses
AnimGraphRuntime
[FName](API\Runtime\Core\UObject\FName) GetGroupName() const
[]
FAnimNode_BlendSpaceEvaluator
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceEvaluator.h
Evaluates a point in a blendspace, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height.
AnimGraphRuntime
struct FAnimNode_BlendSpaceEvaluator : public [FAnimNode_BlendSpacePlayer](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendSpacePlayer)
[ { "type": "bool", "name": "bTeleportToNormalizedTime", "description": "If true, teleport to normalized time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc)." }, { "type": "float", "name": "NormalizedTime", "description": "Normalized time between [0,1]." } ]
FAnimNode_BlendSpaceGraph
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraph.h
Allows multiple animations to be blended between based on input parameters.
AnimGraphRuntime
struct FAnimNode_BlendSpaceGraph : public [FAnimNode_BlendSpaceGraphBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendSpaceGraphBase)
[]
FAnimNode_BlendSpaceGraphBase::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
AnimGraphRuntime
virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )
[]
FAnimNode_BlendSpaceGraphBase::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
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.
AnimGraphRuntime
virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimNode_BlendSpaceGraphBase::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
Called to gather on-screen debug data. This is called on the game thread.
AnimGraphRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_BlendSpaceGraphBase::GetBlendSpace
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
the blendspace that this node uses
AnimGraphRuntime
const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * GetBlendSpace() const
[]
FAnimNode_BlendSpaceGraphBase::GetPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
the current sample coordinates that this node is using to sample the blendspace
AnimGraphRuntime
FVector GetPosition() const
[]
FAnimNode_BlendSpaceGraphBase::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
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.
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_BlendSpaceGraphBase::SetPreviewPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
Set the node to preview a supplied sample value.
AnimGraphRuntime
void SetPreviewPosition ( FVector InVector )
[]
FAnimNode_BlendSpaceGraphBase::SnapToPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
Forces the Position to the specified value.
AnimGraphRuntime
void SnapToPosition ( const FVector & NewPosition )
[]
FAnimNode_BlendSpaceGraphBase::UpdateInternal
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
Internal update handler, skipping evaluation of exposed inputs.
AnimGraphRuntime
void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_BlendSpaceGraphBase::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
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.
AnimGraphRuntime
virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_BlendSpaceGraphBase
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h
Allows multiple animations to be blended between based on input parameters.
AnimGraphRuntime
struct FAnimNode_BlendSpaceGraphBase : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "FBlendFilter", "name": "BlendFilter", "description": "FIR filter applied to inputs." }, { "type": "TArray<FBlendS...", "name": "BlendSampleDataCache", "description": "Cache of sampled data, updated each frame." }, { "type": "TObjectPtr< con...", "name": "BlendSpace", "description": "The internal blendspace asset to play." }, { "type": "bool", "name": "bUsePreviewPosition", "description": "Whether to use the preview blend params." }, { "type": "int32", "name": "CachedTriangulationIndex", "description": "Previous position in the triangulation/segmentation" }, { "type": "FName", "name": "GroupName", "description": "The group name that we synchronize with. All nodes employing sync beyond this in the anim graph will implicitly use this sync group." }, { "type": "TEnumAsByte<EA...", "name": "GroupRole", "description": "The role this player can assume within the group." }, { "type": "FVector", "name": "PreviewPosition", "description": "Preview blend params - set in editor only." }, { "type": "TArray<FPoseLi...", "name": "SamplePoseLinks", "description": "Pose links for each sample in the blendspace." }, { "type": "float", "name": "X", "description": "The X coordinate to sample in the blendspace." }, { "type": "float", "name": "Y", "description": "The Y coordinate to sample in the blendspace." } ]
FAnimNode_BlendSpacePlayer::GetGroupMethod
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h
Get the sync group method we are using.
AnimGraphRuntime
virtual EAnimSyncMethod GetGroupMethod() const
[]
FAnimNode_BlendSpacePlayer::GetBlendSpace
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h
Get the blendspace asset to play.
AnimGraphRuntime
virtual [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * GetBlendSpace() const
[]
FAnimNode_BlendSpacePlayer::GetGroupName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h
Get the sync group name we are using.
AnimGraphRuntime
virtual [FName](API\Runtime\Core\UObject\FName) GetGroupName() const
[]
FAnimNode_BlendSpacePlayer::GetGroupRole
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h
Get the sync group role we are using.
AnimGraphRuntime
virtual [EAnimGroupRole::Type](API\Runtime\Engine\Animation\EAnimGroupRole__Type) GetGroupRole() const
[]