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FAnimNode_BlendSpacePlayer::GetIgnoreForRelevancyTest | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Check whether this node should be ignored when testing for relevancy in state machines. | AnimGraphRuntime | virtual bool GetIgnoreForRelevancyTest() const | []
|
FAnimNode_BlendSpaceGraphBase::GetFilteredPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceGraphBase.h | the current sample coordinates after going through the filtering | AnimGraphRuntime | FVector GetFilteredPosition() const | []
|
FAnimNode_BlendSpacePlayer::GetPlayRate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimGraphRuntime | virtual float GetPlayRate() const | []
|
FAnimNode_BlendSpacePlayer::GetStartPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end. | AnimGraphRuntime | virtual float GetStartPosition() const | []
|
FAnimNode_BlendSpacePlayer::GetPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the coordinates that are currently being sampled by the blendspace. | AnimGraphRuntime | virtual FVector GetPosition() const | []
|
FAnimNode_BlendSpacePlayer::SetBlendSpace | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the blendspace asset to play. | AnimGraphRuntime | virtual bool SetBlendSpace ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InBlendSpace ) | []
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FAnimNode_BlendSpacePlayer::IsLooping | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Does this asset player loop back to the start when it reaches the end? | AnimGraphRuntime | virtual bool IsLooping() const | []
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FAnimNode_BlendSpacePlayer::SetGroupMethod | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the sync group method we are using. | AnimGraphRuntime | virtual bool SetGroupMethod ( EAnimSyncMethod InMethod ) | []
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FAnimNode_BlendSpacePlayer::SetGroupName | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the sync group name we are using. | AnimGraphRuntime | virtual bool SetGroupName ( [FName](API\Runtime\Core\UObject\FName) InGroupName ) | []
|
FAnimNode_BlendSpacePlayer::SetGroupRole | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the sync group role we are using. | AnimGraphRuntime | virtual bool SetGroupRole ( [EAnimGroupRole::Type](API\Runtime\Engine\Animation\EAnimGroupRole__Type) InRole ) | []
|
FAnimNode_BlendSpacePlayer::SetPlayRate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimGraphRuntime | virtual bool SetPlayRate ( float InPlayRate ) | []
|
FAnimNode_BlendSpacePlayer::SetIgnoreForRelevancyTest | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set whether this node should be ignored when testing for relevancy in state machines. | AnimGraphRuntime | virtual bool SetIgnoreForRelevancyTest ( bool bInIgnoreForRelevancyTest ) | []
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FAnimNode_BlendSpacePlayer::SetLoop | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set if the animation should loop back to the start when it reaches the end? | AnimGraphRuntime | virtual bool SetLoop ( bool bInLoop ) | []
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FAnimNode_BlendSpacePlayer::SetPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the coordinates that are currently being sampled by the blendspace. | AnimGraphRuntime | virtual bool SetPosition ( FVector InPosition ) | []
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FAnimNode_BlendSpacePlayer::SetResetPlayTimeWhenBlendSpaceChanges | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set whether we should reset the current play time when the blend space changes. | AnimGraphRuntime | virtual bool SetResetPlayTimeWhenBlendSpaceChanges ( bool bReset ) | []
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FAnimNode_BlendSpacePlayer::ShouldResetPlayTimeWhenBlendSpaceChanges | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get whether we should reset the current play time when the blend space changes. | AnimGraphRuntime | virtual bool ShouldResetPlayTimeWhenBlendSpaceChanges() const | []
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FAnimNode_BlendSpacePlayer | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | AnimGraphRuntime | struct FAnimNode_BlendSpacePlayer : public [FAnimNode_BlendSpacePlayerBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendSpacePlayerBase) | []
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|
FAnimNode_BlendSpacePlayerBase::CacheBones_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.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_BlendSpacePlayerBase::Evaluate_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.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_BlendSpacePlayerBase::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.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_BlendSpacePlayerBase::GetCurrentAssetLength | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Functions to report data to getters, this is required for all asset players (but can't be pure abstract because of struct instantiation generated code). | AnimGraphRuntime | virtual float GetCurrentAssetLength() const | []
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FAnimNode_BlendSpacePlayerBase::GetAnimAsset | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the animation asset associated with the node, derived classes should implement this | AnimGraphRuntime | virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimAsset() const | []
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FAnimNode_BlendSpacePlayerBase::GetCurrentAssetTime | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | AnimGraphRuntime | virtual float GetCurrentAssetTime() const | []
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FAnimNode_BlendSpacePlayerBase::GetCurrentAssetTimePlayRateAdjusted | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | AnimGraphRuntime | virtual float GetCurrentAssetTimePlayRateAdjusted() const | []
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|
FAnimNode_BlendSpacePlayerBase::GetFilteredPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | the current sample coordinates after going through the filtering | AnimGraphRuntime | FVector GetFilteredPosition() const | []
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FAnimNode_BlendSpacePlayerBase::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 | []
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FAnimNode_BlendSpacePlayerBase::GetLoop | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Should the animation loop back to the start when it reaches the end? | AnimGraphRuntime | virtual bool GetLoop() const | []
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FAnimNode_BlendSpacePlayerBase::GetPlayRate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimGraphRuntime | virtual float GetPlayRate() const | []
|
FAnimNode_BlendSpacePlayerBase::GetPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the coordinates that are currently being sampled by the blendspace. | AnimGraphRuntime | virtual FVector GetPosition() const | []
|
FAnimNode_BlendSpacePlayerBase::GetStartPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end. | AnimGraphRuntime | virtual float GetStartPosition() const | []
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FAnimNode_BlendSpacePlayerBase::GetTimeFromEnd | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the amount of time from the end. | AnimGraphRuntime | float GetTimeFromEnd ( float CurrentTime ) const | []
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FAnimNode_BlendSpacePlayerBase::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Initialize function for setup purposes | AnimGraphRuntime | virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context ) | []
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FAnimNode_BlendSpacePlayerBase::SetBlendSpace | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the blendspace asset to play. | AnimGraphRuntime | virtual bool SetBlendSpace ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InBlendSpace ) | []
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FAnimNode_BlendSpacePlayerBase::IsEvaluator | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.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 | []
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FAnimNode_BlendSpacePlayerBase::SetLoop | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set if the animation should loop back to the start when it reaches the end? | AnimGraphRuntime | virtual bool SetLoop ( bool bInLoop ) | []
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FAnimNode_BlendSpacePlayerBase::SetPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the coordinates that are currently being sampled by the blendspace. | AnimGraphRuntime | virtual bool SetPosition ( FVector InPosition ) | []
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FAnimNode_BlendSpacePlayerBase::SetPlayRate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimGraphRuntime | virtual bool SetPlayRate ( float InPlayRate ) | []
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FAnimNode_BlendSpacePlayerBase::ShouldResetPlayTimeWhenBlendSpaceChanges | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get whether we should reset the current play time when the blend space changes. | AnimGraphRuntime | virtual bool ShouldResetPlayTimeWhenBlendSpaceChanges() const | []
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FAnimNode_BlendSpacePlayerBase::SetResetPlayTimeWhenBlendSpaceChanges | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set whether we should reset the current play time when the blend space changes. | AnimGraphRuntime | virtual bool SetResetPlayTimeWhenBlendSpaceChanges ( bool bReset ) | []
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FAnimNode_BlendSpacePlayerBase::ShouldTeleportToTime | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.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 | []
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FAnimNode_BlendSpacePlayerBase::UpdateAssetPlayer | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.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 ) | []
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FAnimNode_BlendSpacePlayerBase::SnapToPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Forces the Position to the specified value. | AnimGraphRuntime | void SnapToPosition ( const FVector & NewPosition ) | []
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FAnimNode_BlendSpacePlayerBase | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | AnimGraphRuntime | struct FAnimNode_BlendSpacePlayerBase : public [FAnimNode_AssetPlayerBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerBase) | [
{
"type": "FBlendFilter",
"name": "BlendFilter",
"description": "Filter used to dampen coordinate changes."
},
{
"type": "TArray<FBlendS...",
"name": "BlendSampleDataCache",
"description": "Cache of samples used to determine blend weights."
},
{
"type": "int32",
"name": "CachedTriangulationIndex",
"description": "Previous position in the triangulation/segmentation"
},
{
"type": "TObjectPtr<UBl...",
"name": "PreviousBlendSpace",
"description": ""
}
]
|
|
FAnimNode_BlendSpacePlayer_Standalone::GetGroupMethod | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the sync group method we are using. | AnimGraphRuntime | virtual EAnimSyncMethod GetGroupMethod() const | []
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FAnimNode_BlendSpacePlayer_Standalone::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 | []
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FAnimNode_BlendSpacePlayerBase::UpdateInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | AnimGraphRuntime | void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context ) | []
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FAnimNode_BlendSpacePlayer_Standalone::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 | []
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FAnimNode_BlendSpacePlayer_Standalone::GetIgnoreForRelevancyTest | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Check whether this node should be ignored when testing for relevancy in state machines. | AnimGraphRuntime | virtual bool GetIgnoreForRelevancyTest() const | []
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FAnimNode_BlendSpacePlayer_Standalone::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 | []
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FAnimNode_BlendSpacePlayer_Standalone::GetStartPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end. | AnimGraphRuntime | virtual float GetStartPosition() const | []
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FAnimNode_BlendSpacePlayer_Standalone::GetPlayRate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimGraphRuntime | virtual float GetPlayRate() const | []
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FAnimNode_BlendSpacePlayer_Standalone::GetPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get the coordinates that are currently being sampled by the blendspace. | AnimGraphRuntime | virtual FVector GetPosition() const | []
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FAnimNode_BlendSpacePlayer_Standalone::SetBlendSpace | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the blendspace asset to play. | AnimGraphRuntime | virtual bool SetBlendSpace ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InBlendSpace ) | []
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FAnimNode_BlendSpacePlayer_Standalone::IsLooping | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Does this asset player loop back to the start when it reaches the end? | AnimGraphRuntime | virtual bool IsLooping() const | []
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FAnimNode_BlendSpacePlayer_Standalone::SetGroupMethod | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the sync group method we are using. | AnimGraphRuntime | virtual bool SetGroupMethod ( EAnimSyncMethod InMethod ) | []
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FAnimNode_BlendSpacePlayer_Standalone::SetGroupName | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the sync group name we are using. | AnimGraphRuntime | virtual bool SetGroupName ( [FName](API\Runtime\Core\UObject\FName) InGroupName ) | []
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FAnimNode_BlendSpacePlayer_Standalone::SetGroupRole | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the sync group role we are using. | AnimGraphRuntime | virtual bool SetGroupRole ( [EAnimGroupRole::Type](API\Runtime\Engine\Animation\EAnimGroupRole__Type) InRole ) | []
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FAnimNode_BlendSpacePlayer_Standalone::SetIgnoreForRelevancyTest | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set whether this node should be ignored when testing for relevancy in state machines. | AnimGraphRuntime | virtual bool SetIgnoreForRelevancyTest ( bool bInIgnoreForRelevancyTest ) | []
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FAnimNode_BlendSpacePlayer_Standalone::SetLoop | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set if the animation should loop back to the start when it reaches the end? | AnimGraphRuntime | virtual bool SetLoop ( bool bInLoop ) | []
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FAnimNode_BlendSpacePlayer_Standalone::SetPlayRate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimGraphRuntime | virtual bool SetPlayRate ( float InPlayRate ) | []
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FAnimNode_BlendSpacePlayer_Standalone::SetPosition | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set the coordinates that are currently being sampled by the blendspace. | AnimGraphRuntime | virtual bool SetPosition ( FVector InPosition ) | []
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FAnimNode_BlendSpacePlayer_Standalone::SetResetPlayTimeWhenBlendSpaceChanges | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Set whether we should reset the current play time when the blend space changes. | AnimGraphRuntime | virtual bool SetResetPlayTimeWhenBlendSpaceChanges ( bool bReset ) | []
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FAnimNode_BlendSpacePlayer_Standalone::ShouldResetPlayTimeWhenBlendSpaceChanges | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | Get whether we should reset the current play time when the blend space changes. | AnimGraphRuntime | virtual bool ShouldResetPlayTimeWhenBlendSpaceChanges() const | []
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FAnimNode_BlendSpaceSampleResult | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpaceSampleResult.h | Root node of a blend space sample (sink node). We dont use AnimNode_Root to let us distinguish these nodes in the property list at link time. | AnimGraphRuntime | struct FAnimNode_BlendSpaceSampleResult : public [FAnimNode_Root](API\Runtime\Engine\Animation\FAnimNode_Root) | []
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FAnimNode_BlendSpacePlayer_Standalone | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h | AnimGraphRuntime | struct FAnimNode_BlendSpacePlayer_Standalone : public [FAnimNode_BlendSpacePlayerBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendSpacePlayerBase) | []
|
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FAnimNode_CallFunction::CallFunctionFromCallSite | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.h | Calls the function we hold if the callsite matches the one we have set. | AnimGraphRuntime | void CallFunctionFromCallSite ( EAnimFunctionCallSite InCallSite, const [FAnimationBaseContext](API\Runtime\Engine\Animation\FAnimationBaseContext) & InContext ) const | []
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FAnimNode_CallFunction::Evaluate_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.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 ) | []
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FAnimNode_CallFunction::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.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 ) | []
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FAnimNode_CallFunction::GetFunction | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.h | Get the function held on this node. | AnimGraphRuntime | const [FAnimNodeFunctionRef](API\Runtime\Engine\Animation\FAnimNodeFunctionRef) & GetFunction() const | []
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FAnimNode_CallFunction::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.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 ) | []
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FAnimNode_CallFunction::NeedsOnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.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 | []
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FAnimNode_CallFunction::OnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.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 ) | []
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FAnimNode_CallFunction::Update_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.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 ) | []
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FAnimNode_CallFunction | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CallFunction.h | Calls specified user-defined events/functions during anim graph execution | AnimGraphRuntime | struct FAnimNode_CallFunction : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) | [
{
"type": "EAnimFunctionCa...",
"name": "CallSite",
"description": "When to call the function during the execution of the animation graph."
},
{
"type": "FGraphTraversal...",
"name": "Counter",
"description": "Counter used to determine relevancy."
},
{
"type": "float",
"name": "CurrentWeight",
"description": "Weight to determine blend-related call sites."
},
{
"type": "FAnimNodeFuncti...",
"name": "Function",
"description": "Function to call."
},
{
"type": "FPoseLink",
"name": "Source",
"description": ""
}
]
|
FAnimNode_CopyPoseFromMesh::CacheBones_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.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_CopyPoseFromMesh::Evaluate_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.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_CopyPoseFromMesh::HasPreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.h | Override this to indicate thatPreUpdate()should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread. | AnimGraphRuntime | virtual bool HasPreUpdate() const | []
|
FAnimNode_CopyPoseFromMesh::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.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_CopyPoseFromMesh::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.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_CopyPoseFromMesh::PreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.h | Override this to perform game-thread work prior to non-game thread Update() being called | AnimGraphRuntime | virtual void PreUpdate ( const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance ) | []
|
FAnimNode_CopyPoseFromMesh::Update_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.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_CurveSource::CacheBones_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.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_CopyPoseFromMesh | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.h | Simple controller to copy a bone's transform to another one. | AnimGraphRuntime | struct FAnimNode_CopyPoseFromMesh : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) | [
{
"type": "uint8: 1",
"name": "bCopyCurves",
"description": "Copy curves also from SouceMeshComponent."
},
{
"type": "bool",
"name": "bCopyCustomAttributes",
"description": "Copy custom attributes from SouceMeshComponent"
},
{
"type": "uint8: 1",
"name": "bUseAttachedParent",
"description": "If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source"
},
{
"type": "uint8: 1",
"name": "bUseMeshPose",
"description": "Use root space transform to copy to the target pose."
},
{
"type": "FName",
"name": "RootBoneToCopy",
"description": "If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively)"
},
{
"type": "TWeakObjectPtr<...",
"name": "SourceMeshComponent",
"description": "This is used by default if it's valid"
}
]
|
FAnimNode_CurveSource::Evaluate_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.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_CurveSource::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.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_CurveSource::HasPreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.h | Override this to indicate thatPreUpdate()should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread. | AnimGraphRuntime | virtual bool HasPreUpdate() const | []
|
FAnimNode_CurveSource::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.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_CopyPoseFromMesh::FAnimNode_CopyPoseFromMesh | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.h | AnimGraphRuntime | FAnimNode_CopyPoseFromMesh() | []
|
|
FAnimNode_CurveSource::PreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.h | Override this to perform game-thread work prior to non-game thread Update() being called | AnimGraphRuntime | virtual void PreUpdate ( const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance ) | []
|
FAnimNode_CurveSource::Update_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.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_CurveSource | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.h | Supply curves from some external source (e.g. audio) | AnimGraphRuntime | struct FAnimNode_CurveSource : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) | [
{
"type": "float",
"name": "Alpha",
"description": "How much we wan to blend the curve in by"
},
{
"type": "TScriptInterfac...",
"name": "CurveSource",
"description": "Our bound source"
},
{
"type": "FName",
"name": "SourceBinding",
"description": "The binding of the curve source we want to bind to."
},
{
"type": "FPoseLink",
"name": "SourcePose",
"description": ""
}
]
|
FAnimNode_CurveSource::FAnimNode_CurveSource | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CurveSource.h | AnimGraphRuntime | FAnimNode_CurveSource() | []
|
|
FAnimNode_LayeredBoneBlend::AddPose | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h | AnimGraphRuntime | void AddPose() | []
|
|
FAnimNode_LayeredBoneBlend::CacheBones_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.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_LayeredBoneBlend::Evaluate_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.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_LayeredBoneBlend::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.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_LayeredBoneBlend::GetLODThreshold | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.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_LayeredBoneBlend::RemovePose | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h | AnimGraphRuntime | void RemovePose ( int32 PoseIndex ) | []
|
|
FAnimNode_LayeredBoneBlend::InvalidateCachedBoneData | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h | Invalidates the cached bone data so it is recalculated the next time this node is updated. | AnimGraphRuntime | void InvalidateCachedBoneData() | []
|
FAnimNode_LayeredBoneBlend::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.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 ) | []
|
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