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FAnimNode_PoseByName::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseByName.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_PoseByName::UpdateAssetPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseByName.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_PoseByName::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseByName.h
Initialize function for setup purposes
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_PoseByName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseByName.h
Evaluates a point in an anim sequence, 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. This node will not trigger any notifies present in the associated sequence.
AnimGraphRuntime
struct FAnimNode_PoseByName : public [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler)
[ { "type": "FName", "name": "PoseName", "description": "" }, { "type": "float", "name": "PoseWeight", "description": "" } ]
FAnimNode_PoseDriver::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.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_PoseByName::FAnimNode_PoseByName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseByName.h
AnimGraphRuntime
FAnimNode_PoseByName()
[]
FAnimNode_PoseDriver::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.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_PoseDriver::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.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_PoseDriver::GetLODThreshold
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.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_PoseDriver::GetRadiusForTarget
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
Returns the radius for a given target
AnimGraphRuntime
float GetRadiusForTarget ( const [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) & Target ) const
[]
FAnimNode_PoseDriver::GetRBFTargets
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
Return array ofFRBFTargetstructs, derived from PoseTargets array and DriveSource setting
AnimGraphRuntime
void GetRBFTargets ( [TArray](API\Runtime\Core\Containers\TArray)< [FRBFTarget](API\Runtime\AnimGraphRuntime\RBF\FRBFTarget) > & OutTargets, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) * BoneContainer ) const
[]
FAnimNode_PoseDriver::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
Initialize function for setup purposes
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_PoseDriver::RebuildPoseList
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
Rebuild Pose List
AnimGraphRuntime
virtual void RebuildPoseList ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer, const [UPoseAsset](API\Runtime\Engine\Animation\UPoseAsset) * InPoseAsset )
[]
FAnimNode_PoseDriver::IsBoneDriven
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
Util for seeing if BoneName is in the list of driven bones (and bFilterDrivenBones is true)
AnimGraphRuntime
bool IsBoneDriven ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const
[]
FAnimNode_PoseDriver::FAnimNode_PoseDriver
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
AnimGraphRuntime
FAnimNode_PoseDriver()
[]
FAnimNode_PoseDriver::UpdateAssetPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.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_PoseDriver
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
RBF based orientation driver
AnimGraphRuntime
struct FAnimNode_PoseDriver : public [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler)
[ { "type": "uint8: 1", "name": "bCachedDrivenIDsAreDirty", "description": "If true, will recalculate DrivenUID values in PoseTargets array on next eval" }, { "type": "bool", "name": "bEvalFromRefPose", "description": "Evaluate SourceBone transform relative from its Reference Pose." }, { "type": "bool", "name": "bHasOnlyDriveBones", "description": "Checks if there are valid bones in OnlyDriveBones, since some entries can be None" }, { "type": "TArray<FCompac...", "name": "BonesToFilter", "description": "This array lists bones that we should filter out (ie have a track in the PoseAsset, but are not listed in OnlyDriveBones)" }, { "type": "bool", "name": "bSoloDrivenOnly", "description": "Only solo the driven poses, and don't move the source joint(s) to match" }, { "type": "EPoseDriverOutp...", "name": "DriveOutput", "description": "Whether we should drive poses or curves" }, { "type": "EPoseDriverSour...", "name": "DriveSource", "description": "Which part of the transform is read" }, { "type": "FBoneReference", "name": "EvalSpaceBone", "description": "Optional other bone space to use when reading SourceBone transform." }, { "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": "TArray<FBoneRe...", "name": "OnlyDriveBones", "description": "List of bones that will modified by this node." }, { "type": "TArray<FRBFOut...", "name": "OutputWeights", "description": "Last set of output weights from RBF solve" }, { "type": "TArray<FPoseDr...", "name": "PoseTargets", "description": "Targets used to compare with current pose and drive morphs/poses" }, { "type": "FRBFParams", "name": "RBFParams", "description": "Parameters used by RBF solver" }, { "type": "int32", "name": "SoloTargetIndex", "description": "The target to solo on, or INDEX_NONE if to use the normal weight computation." }, { "type": "TArray<FBoneRe...", "name": "SourceBones", "description": "Bone to use for driving parameters based on its orientation" }, { "type": "TArray< FTransf...", "name": "SourceBoneTMs", "description": "Input source bone TM, used for debug drawing" }, { "type": "FPoseLink", "name": "SourcePose", "description": "Bones to use for driving parameters based on their transform" } ]
FAnimNode_PoseHandler::CacheBoneBlendWeights
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
Cache bone blend weights - called when pose asset changes
AnimGraphRuntime
void CacheBoneBlendWeights ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InstanceProxy )
[]
FAnimNode_PoseHandler::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.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_PoseHandler::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.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_PoseHandler::GetAnimAsset
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
Get the animation asset associated with the node, derived classes should implement this
AnimGraphRuntime
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimAsset() const
[]
FAnimNode_PoseHandler::GetAccumulatedTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
FAnimNode_RelevantAssetPlayerBase
AnimGraphRuntime
virtual float GetAccumulatedTime() const
[]
FAnimNode_PoseHandler::GetCurrentAssetLength
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.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
[]
FAnimNode_PoseHandler::GetCurrentAssetTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
AnimGraphRuntime
virtual float GetCurrentAssetTime() const
[]
FAnimNode_PoseHandler::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
Initialize function for setup purposes
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_PoseHandler::RebuildPoseList
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
Rebuild pose list
AnimGraphRuntime
virtual void RebuildPoseList ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & InBoneContainer, const [UPoseAsset](API\Runtime\Engine\Animation\UPoseAsset) * InPoseAsset )
[]
FAnimNode_PoseHandler::SetAccumulatedTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
Override the currently accumulated time
AnimGraphRuntime
virtual void SetAccumulatedTime ( float NewTime )
[]
FAnimNode_PoseHandler::SetPoseAsset
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
Set the pose asset to use for this node.
AnimGraphRuntime
void SetPoseAsset ( [UPoseAsset](API\Runtime\Engine\Animation\UPoseAsset) * InPoseAsset )
[]
FAnimNode_PoseHandler::UpdateAssetPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.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_PoseHandler
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
Evaluates a point in an anim sequence, 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. This node will not trigger any notifies present in the associated sequence.
AnimGraphRuntime
struct FAnimNode_PoseHandler : public [FAnimNode_AssetPlayerBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerBase)
[ { "type": "TArray< float >", "name": "BoneBlendWeights", "description": "Weight to blend pose per joint - has to be cached whenever cache bones for LOD note this is for mesh bone" }, { "type": "TWeakObjectPtr<...", "name": "CurrentPoseAsset", "description": "" }, { "type": "TObjectPtr<UPo...", "name": "PoseAsset", "description": "The animation sequence asset to evaluate." }, { "type": "FAnimExtractCon...", "name": "PoseExtractContext", "description": "" } ]
FAnimNode_PoseHandler::FAnimNode_PoseHandler
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
AnimGraphRuntime
FAnimNode_PoseHandler()
[]
FAnimNode_PoseSnapshot::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.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_PoseHandler::OnPoseAssetChange
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseHandler.h
Called after CurrentPoseAsset is changed.
AnimGraphRuntime
virtual void OnPoseAssetChange()
[]
FAnimNode_PoseSnapshot::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.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_PoseSnapshot::HasPreUpdate
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.h
FAnimNode_Baseinterface
AnimGraphRuntime
virtual bool HasPreUpdate() const
[]
FAnimNode_PoseSnapshot::PreUpdate
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.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_PoseSnapshot
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.h
Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot
AnimGraphRuntime
struct FAnimNode_PoseSnapshot : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "ESnapshotSource...", "name": "Mode", "description": "How to access the snapshot" }, { "type": "FPoseSnapshot", "name": "Snapshot", "description": "Snapshot to use. This should be populated at first by calling SnapshotPose" }, { "type": "FName", "name": "SnapshotName", "description": "The name of the snapshot previously stored with SavePoseSnapshot" } ]
FAnimNode_PoseSnapshot::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.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_RandomPlayer::ClearCachedBlendWeight
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
Set the cached blendweight to zero
AnimGraphRuntime
virtual void ClearCachedBlendWeight()
[]
FAnimNode_PoseSnapshot::FAnimNode_PoseSnapshot
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseSnapshot.h
AnimGraphRuntime
FAnimNode_PoseSnapshot()
[]
FAnimNode_RandomPlayer::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.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_RandomPlayer::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.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_RandomPlayer::GetAccumulatedTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
Get the currently referenced time within the asset player node
AnimGraphRuntime
virtual float GetAccumulatedTime() const
[]
FAnimNode_RandomPlayer::GetAnimAsset
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
FAnimNode_RelevantAssetPlayerBase.
AnimGraphRuntime
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimAsset() const
[]
FAnimNode_RandomPlayer::GetCachedBlendWeight
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
Get the last encountered blend weight for this node
AnimGraphRuntime
virtual float GetCachedBlendWeight() const
[]
FAnimNode_RandomPlayer::GetIgnoreForRelevancyTest
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
Check whether this node should be ignored when testing for relevancy in state machines.
AnimGraphRuntime
virtual bool GetIgnoreForRelevancyTest() const
[]
FAnimNode_RandomPlayer::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.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_RandomPlayer::GetDeltaTimeRecord
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
Get the delta time record owned by this asset player (or null)
AnimGraphRuntime
virtual const [FDeltaTimeRecord](API\Runtime\Engine\Animation\FDeltaTimeRecord) * GetDeltaTimeRecord() const
[]
FAnimNode_RandomPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
AnimGraphRuntime
struct FAnimNode_RandomPlayer : public [FAnimNode_AssetPlayerRelevancyBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerRelevancyBa-)
[ { "type": "float", "name": "BlendWeight", "description": "Last encountered blend weight for this node" }, { "type": "bool", "name": "bShuffleMode", "description": "When shuffle mode is active we will never loop a sequence beyond MaxLoopCount without visiting each sequence in turn (no repeats)." }, { "type": "TArray<FRandom...", "name": "Entries", "description": "List of sequences to randomly step through" } ]
FAnimNode_RandomPlayer::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.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_RandomPlayer::SetIgnoreForRelevancyTest
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
Set whether this node should be ignored when testing for relevancy in state machines.
AnimGraphRuntime
virtual bool SetIgnoreForRelevancyTest ( bool bInIgnoreForRelevancyTest )
[]
FAnimNode_RandomPlayer::FAnimNode_RandomPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
AnimGraphRuntime
FAnimNode_RandomPlayer()
[]
FAnimNode_RefPose::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.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_RefPose::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.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_RefPose::SetRefPoseType
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.h
Set the ref pose type of this node.
AnimGraphRuntime
void SetRefPoseType ( ERefPoseType InType )
[]
FAnimNode_RefPose::GetRefPoseType
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.h
Get the type of this ref pose.
AnimGraphRuntime
ERefPoseType GetRefPoseType() const
[]
FAnimNode_RefPose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.h
RefPose pose nodes - ref pose or additive RefPose pose.
AnimGraphRuntime
struct FAnimNode_RefPose : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[]
FAnimNode_RefPose::FAnimNode_RefPose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RefPose.h
AnimGraphRuntime
FAnimNode_RefPose()
[]
FAnimNode_RotateRootBone::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotateRootBone.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_RotateRootBone::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotateRootBone.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_RotateRootBone::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotateRootBone.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_RotateRootBone::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotateRootBone.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_RotateRootBone::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotateRootBone.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_RotateRootBone
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotateRootBone.h
AnimGraphRuntime
struct FAnimNode_RotateRootBone : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "float", "name": "ActualPitch", "description": "" }, { "type": "float", "name": "ActualYaw", "description": "" }, { "type": "FPoseLink", "name": "BasePose", "description": "" }, { "type": "bool", "name": "bRotateRootMotionAttribute", "description": "If enabled, rotating the root bone using this node will also rotate the direction of the root motion custom attribute." }, { "type": "FRotator", "name": "MeshToComponent", "description": "" }, { "type": "float", "name": "Pitch", "description": "" }, { "type": "FInputScaleBias...", "name": "PitchScaleBiasClamp", "description": "" }, { "type": "float", "name": "Yaw", "description": "" }, { "type": "FInputScaleBias...", "name": "YawScaleBiasClamp", "description": "" } ]
FAnimNode_RotateRootBone::FAnimNode_RotateRootBone
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotateRootBone.h
AnimGraphRuntime
FAnimNode_RotateRootBone()
[]
FAnimNode_RotationOffsetBlendSpace::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::GetLODThreshold
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.h
Initialize function for setup purposes
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_RotationOffsetBlendSpace::UpdateAssetPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::FAnimNode_RotationOffsetBlendSpace
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.h
AnimGraphRuntime
FAnimNode_RotationOffsetBlendSpace()
[]
FAnimNode_RotationOffsetBlendSpace
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpace.h
AnimGraphRuntime
struct FAnimNode_RotationOffsetBlendSpace : public [FAnimNode_BlendSpacePlayer](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendSpacePlayer)
[ { "type": "float", "name": "ActualAlpha", "description": "" }, { "type": "float", "name": "Alpha", "description": "Current strength of the AimOffset." }, { "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": "BasePose", "description": "" }, { "type": "bool", "name": "bIsLODEnabled", "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_RotationOffsetBlendSpaceGraph::GetGroupName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpaceGraph.h
the sync group that this blendspace uses
AnimGraphRuntime
[FName](API\Runtime\Core\UObject\FName) GetGroupName() const
[]
FAnimNode_RotationOffsetBlendSpaceGraph
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RotationOffsetBlendSpaceGraph.h
Allows multiple animations to be blended between based on input parameters.
AnimGraphRuntime
struct FAnimNode_RotationOffsetBlendSpaceGraph : public [FAnimNode_BlendSpaceGraphBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendSpaceGraphBase)
[]
FAnimNode_SequenceEvaluator::GetExplicitTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
The time at which to evaluate the associated sequence.
AnimGraphRuntime
virtual float GetExplicitTime() const
[]
FAnimNode_SequenceEvaluator::GetGroupMethod
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Get the sync group method we are using.
AnimGraphRuntime
virtual EAnimSyncMethod GetGroupMethod() const
[]
FAnimNode_SequenceEvaluator::GetGroupRole
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Get the sync group role we are using.
AnimGraphRuntime
virtual [EAnimGroupRole::Type](API\Runtime\Engine\Animation\EAnimGroupRole__Type) GetGroupRole() const
[]
FAnimNode_SequenceEvaluator::GetGroupName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Get the sync group name we are using.
AnimGraphRuntime
virtual [FName](API\Runtime\Core\UObject\FName) GetGroupName() const
[]
FAnimNode_SequenceEvaluator::GetIgnoreForRelevancyTest
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Check whether this node should be ignored when testing for relevancy in state machines.
AnimGraphRuntime
virtual bool GetIgnoreForRelevancyTest() const
[]
FAnimNode_SequenceEvaluator::GetReinitializationBehavior
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
What to do when SequenceEvaluator is reinitialized
AnimGraphRuntime
virtual [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ESequenceEvalReinit::Type](API\Runtime\AnimGraphRuntime\AnimNodes\ESequenceEvalReinit__Type) > GetReinitializationBehavior() const
[]
FAnimNode_SequenceEvaluator::GetSequence
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
The animation sequence asset to evaluate.
AnimGraphRuntime
virtual [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetSequence() const
[]
FAnimNode_SequenceEvaluator::GetStartPosition
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.
AnimGraphRuntime
virtual float GetStartPosition() const
[]
FAnimNode_SequenceEvaluator::GetTeleportToExplicitTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
If true, teleport to explicit 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.) Note: using a sync group forces advancing time regardless of what this option is set to.
AnimGraphRuntime
virtual bool GetTeleportToExplicitTime() const
[]
FAnimNode_SequenceEvaluator::IsLooping
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Does this asset player loop back to the start when it reaches the end?
AnimGraphRuntime
virtual bool IsLooping() const
[]
FAnimNode_SequenceEvaluator::SetExplicitTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set the time at which to evaluate the associated sequence.
AnimGraphRuntime
virtual bool SetExplicitTime ( float InTime )
[]
FAnimNode_SequenceEvaluator::SetGroupName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set the sync group name we are using.
AnimGraphRuntime
virtual bool SetGroupName ( [FName](API\Runtime\Core\UObject\FName) InGroupName )
[]
FAnimNode_SequenceEvaluator::SetGroupMethod
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set the sync group method we are using.
AnimGraphRuntime
virtual bool SetGroupMethod ( EAnimSyncMethod InMethod )
[]
FAnimNode_SequenceEvaluator::SetGroupRole
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set the sync group role we are using.
AnimGraphRuntime
virtual bool SetGroupRole ( [EAnimGroupRole::Type](API\Runtime\Engine\Animation\EAnimGroupRole__Type) InRole )
[]
FAnimNode_SequenceEvaluator::SetIgnoreForRelevancyTest
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set whether this node should be ignored when testing for relevancy in state machines.
AnimGraphRuntime
virtual bool SetIgnoreForRelevancyTest ( bool bInIgnoreForRelevancyTest )
[]
FAnimNode_SequenceEvaluator::SetShouldLoop
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set the animation to continue looping when it reaches the end.
AnimGraphRuntime
virtual bool SetShouldLoop ( bool bInShouldLoop )
[]
FAnimNode_SequenceEvaluator::SetSequence
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set the animation sequence asset to evaluate.
AnimGraphRuntime
virtual bool SetSequence ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InSequence )
[]
FAnimNode_SequenceEvaluator
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Sequence evaluator node that can be used with constant folding.
AnimGraphRuntime
struct FAnimNode_SequenceEvaluator : public [FAnimNode_SequenceEvaluatorBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_SequenceEvaluatorBase)
[]
FAnimNode_SequenceEvaluatorBase::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.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_SequenceEvaluatorBase::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.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_SequenceEvaluatorBase::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.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_SequenceEvaluatorBase::GetAccumulatedTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
FAnimNode_RelevantAssetPlayerBase
AnimGraphRuntime
virtual float GetAccumulatedTime() const
[]
FAnimNode_SequenceEvaluatorBase::GetAnimAsset
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Get the animation asset associated with the node, derived classes should implement this
AnimGraphRuntime
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimAsset() const
[]
FAnimNode_SequenceEvaluatorBase::GetCurrentAssetTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
AnimGraphRuntime
virtual float GetCurrentAssetTime() const
[]
FAnimNode_SequenceEvaluatorBase::GetCurrentAssetLength
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.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
[]