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FAnimNode_SequenceEvaluatorBase::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_SequenceEvaluatorBase::GetEffectiveDeltaTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Get the effective delta time between the previous and current frame internal time.
AnimGraphRuntime
virtual float GetEffectiveDeltaTime ( float ExplicitTime, float PrevExplicitTime ) const
[]
FAnimNode_SequenceEvaluatorBase::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_SequenceEvaluatorBase::GetShouldLoop
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup
AnimGraphRuntime
virtual bool GetShouldLoop() const
[]
FAnimNode_SequenceEvaluatorBase::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_SequenceEvaluatorBase::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_SequenceEvaluatorBase::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Initialize function for setup purposes
AnimGraphRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_SequenceEvaluatorBase::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_SequenceEvaluatorBase::SetExplicitPreviousTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
AnimGraphRuntime
void SetExplicitPreviousTime ( float PreviousTime )
[]
FAnimNode_SequenceEvaluatorBase::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_SequenceEvaluatorBase::SetReinitializationBehavior
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set what to do when SequenceEvaluator is reinitialized
AnimGraphRuntime
virtual void SetReinitializationBehavior ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ESequenceEvalReinit::Type](API\Runtime\AnimGraphRuntime\AnimNodes\ESequenceEvalReinit__Type) > InBehavior )
[]
FAnimNode_SequenceEvaluatorBase::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_SequenceEvaluatorBase::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_SequenceEvaluatorBase::SetTeleportToExplicitTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set whether to teleport to explicit time when it is set.
AnimGraphRuntime
virtual void SetTeleportToExplicitTime ( bool bInTeleport )
[]
FAnimNode_SequenceEvaluatorBase::UpdateAssetPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.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_SequenceEvaluator_Standalone::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_SequenceEvaluatorBase
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Abstract base class. 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_SequenceEvaluatorBase : public [FAnimNode_AssetPlayerBase](API\Runtime\Engine\Animation\FAnimNode_AssetPlayerBase)
[]
FAnimNode_SequenceEvaluator_Standalone::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_Standalone::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_SequenceEvaluatorBase::SetAccumulatedTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Override the currently accumulated time
AnimGraphRuntime
virtual void SetAccumulatedTime ( float NewTime )
[]
FAnimNode_SequenceEvaluator_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::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_Standalone::SetReinitializationBehavior
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set what to do when SequenceEvaluator is reinitialized
AnimGraphRuntime
virtual void SetReinitializationBehavior ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ESequenceEvalReinit::Type](API\Runtime\AnimGraphRuntime\AnimNodes\ESequenceEvalReinit__Type) > InBehavior )
[]
FAnimNode_SequenceEvaluator_Standalone::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_Standalone::SetTeleportToExplicitTime
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Set whether to teleport to explicit time when it is set.
AnimGraphRuntime
virtual void SetTeleportToExplicitTime ( bool bInTeleport )
[]
FAnimNode_SequenceEvaluator_Standalone
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h
Sequence evaluator node that can be used standalone (without constant folding)
AnimGraphRuntime
struct FAnimNode_SequenceEvaluator_Standalone : public [FAnimNode_SequenceEvaluatorBase](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_SequenceEvaluatorBase)
[]
FAnimNode_Slot::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.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_Slot::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.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_Slot::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.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_Slot::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.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_Slot::FAnimNode_Slot
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h
AnimGraphRuntime
FAnimNode_Slot()
[]
FAnimNode_Slot::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.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_Slot
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h
An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.
AnimGraphRuntime
struct FAnimNode_Slot : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "bool", "name": "bAlwaysUpdateSourcePose", "description": "Whether we should continue to update the source pose regardless of whether it would be used." }, { "type": "FName", "name": "SlotName", "description": "The name of this slot, exposed to gameplay code, etc..." }, { "type": "FGraphTraversal...", "name": "SlotNodeInitializationCounter", "description": "" }, { "type": "FPoseLink", "name": "Source", "description": "The source input, passed thru to the output unless a montage or slot animation is currently playing." }, { "type": "FSlotNodeWeight...", "name": "WeightData", "description": "" } ]
FAnimNode_Sync::GetGroupName
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Sync.h
Get the group name that we synchronize with.
AnimGraphRuntime
[FName](API\Runtime\Core\UObject\FName) GetGroupName() const
[]
FAnimNode_TwoWayBlend::CacheBones_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.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_Sync
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Sync.h
AnimGraphRuntime
struct FAnimNode_Sync : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[]
FAnimNode_TwoWayBlend::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.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_TwoWayBlend::Evaluate_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.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_TwoWayBlend::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.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_TwoWayBlend::Update_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.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 )
[]
FBlendBoneByChannelEntry::FBlendBoneByChannelEntry
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
AnimGraphRuntime
FBlendBoneByChannelEntry()
[]
FAnimNode_TwoWayBlend::FAnimNode_TwoWayBlend
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h
AnimGraphRuntime
FAnimNode_TwoWayBlend()
[]
FAnimNode_TwoWayBlend
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_TwoWayBlend.h
This represents a baked transition.
AnimGraphRuntime
struct FAnimNode_TwoWayBlend : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
[ { "type": "FPoseLink", "name": "A", "description": "" }, { "type": "float", "name": "Alpha", "description": "The float value that controls the alpha blending when the alpha input type is set to 'Float'" }, { "type": "FInputAlphaBool...", "name": "AlphaBoolBlend", "description": "" }, { "type": "FName", "name": "AlphaCurveName", "description": "The animation curve that controls the alpha blending when the alpha input type is set to 'Curve'" }, { "type": "EAnimAlphaInput...", "name": "AlphaInputType", "description": "The data type used to control the alpha blending between the A and B poses." }, { "type": "FInputScaleBias", "name": "AlphaScaleBias", "description": "" }, { "type": "FInputScaleBias...", "name": "AlphaScaleBiasClamp", "description": "" }, { "type": "FPoseLink", "name": "B", "description": "" }, { "type": "uint8: 1", "name": "bAIsRelevant", "description": "" }, { "type": "uint8: 1", "name": "bAlphaBoolEnabled", "description": "The boolean value that controls the alpha blending when the alpha input type is set to 'Bool'" }, { "type": "uint8: 1", "name": "bBIsRelevant", "description": "" }, { "type": "uint8: 1", "name": "bResetChildOnActivation", "description": "This reinitializes child pose when re-activated. For example, when active child changes" }, { "type": "float", "name": "InternalBlendAlpha", "description": "" } ]
FPoseDriverTarget::FPoseDriverTarget
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
AnimGraphRuntime
FPoseDriverTarget()
[]
FBlendBoneByChannelEntry
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
AnimGraphRuntime
struct FBlendBoneByChannelEntry
[ { "type": "bool", "name": "bBlendRotation", "description": "Copy Rotation from Source to Target" }, { "type": "bool", "name": "bBlendScale", "description": "Copy Scale from Source to Target" }, { "type": "bool", "name": "bBlendTranslation", "description": "Copy Translation from Source to Target" }, { "type": "FBoneReference", "name": "SourceBone", "description": "Bone to take Transform from" }, { "type": "FBoneReference", "name": "TargetBone", "description": "Bone to apply Transform to" } ]
FPoseDriverTarget::FPoseDriverTarget
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
Removing deprecation for default copy operator/constructor to avoid deprecation warnings
AnimGraphRuntime
PRAGMA_DISABLE_DEPRECATION_WARNINGS FPoseDriverTarget ( const [FPoseDriverTarget](API\Runtime\AnimGraphRuntime\AnimNodes\FPoseDriverTarget) & )
[]
FPoseDriverTarget::operator=
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
AnimGraphRuntime
[FPoseDriverTarget](API\Runtime\AnimGraphRuntime\AnimNodes\FPoseDriverTarget) & operator= ( const [FPoseDriverTarget](API\Runtime\AnimGraphRuntime\AnimNodes\FPoseDriverTarget) & )
[]
FPoseDriverTarget
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
Information about each target in the PoseDriver
AnimGraphRuntime
struct FPoseDriverTarget
[ { "type": "bool", "name": "bApplyCustomCurve", "description": "If we should apply a custom curve mapping to how this target activates" }, { "type": "bool", "name": "bIsHidden", "description": "If we should hide this pose from the UI" }, { "type": "TArray<FPoseDr...", "name": "BoneTransforms", "description": "Translation of this target" }, { "type": "FRichCurve", "name": "CustomCurve", "description": "Custom curve mapping to apply if bApplyCustomCurve is true" }, { "type": "ERBFDistanceMet...", "name": "DistanceMethod", "description": "Override for the distance method to use for each target" }, { "type": "FName", "name": "DrivenName", "description": "Name of item to drive - depends on DriveOutput setting." }, { "type": "ERBFFunctionTyp...", "name": "FunctionType", "description": "Override for the function method to use for each target" }, { "type": "int32", "name": "PoseCurveIndex", "description": "Pose buffer index" }, { "type": "FRotator", "name": "TargetRotation", "description": "Rotation of this target" }, { "type": "float", "name": "TargetScale", "description": "Scale applied to this target's function - a larger value will activate this target sooner" } ]
FPoseDriverTransform::FPoseDriverTransform
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
AnimGraphRuntime
FPoseDriverTransform()
[]
FPoseDriverTransform
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_PoseDriver.h
Translation and rotation for a particular bone at a particular target
AnimGraphRuntime
struct FPoseDriverTransform
[ { "type": "FRotator", "name": "TargetRotation", "description": "Rotation of this target" }, { "type": "FVector", "name": "TargetTranslation", "description": "Translation of this target" } ]
FRandomPlayerSequenceEntry::FRandomPlayerSequenceEntry
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
AnimGraphRuntime
FRandomPlayerSequenceEntry()
[]
FRandomAnimPlayData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
AnimGraphRuntime
struct FRandomAnimPlayData
[ { "type": "float", "name": "BlendWeight", "description": "Current blend weight." }, { "type": "float", "name": "CurrentPlayTime", "description": "The time at which the animation is currently playing." }, { "type": "FDeltaTimeRecor...", "name": "DeltaTimeRecord", "description": "Delta time record for this play through." }, { "type": "FRandomPlayerSe...", "name": "Entry", "description": "Indexinto the real sequence entry list, not the valid entry list." }, { "type": "FMarkerTickReco...", "name": "MarkerTickRecord", "description": "Marker tick record for this play through." }, { "type": "float", "name": "PlayRate", "description": "Calculated play rate." }, { "type": "float", "name": "PlayStartTime", "description": "The time at which the animation started playing." }, { "type": "int32", "name": "RemainingLoops", "description": "Calculated loops remaining." } ]
TStructOpsTypeTraits< FAnimNode_BlendSpacePlayerBase >
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h
AnimGraphRuntime
template<> struct TStructOpsTypeTraits< FAnimNode_BlendSpacePlayerBase > : public [TStructOpsTypeTraitsBase2< FAnimNode_BlendSpacePlayerBase >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
FRandomPlayerSequenceEntry
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_RandomPlayer.h
The random player node holds a list of sequences and parameter ranges which will be played continuously In a random order. If shuffle mode is enabled then each entry will be played once before repeating any
AnimGraphRuntime
struct FRandomPlayerSequenceEntry
[ { "type": "FAlphaBlend", "name": "BlendIn", "description": "Blending properties used when this entry is blending in ontop of another entry" }, { "type": "float", "name": "ChanceToPlay", "description": "When not in shuffle mode, this is the chance this entry will play (normalized against all other sample chances)" }, { "type": "int32", "name": "MaxLoopCount", "description": "Maximum number of times this entry will loop before ending" }, { "type": "float", "name": "MaxPlayRate", "description": "Maximum playrate for this entry" }, { "type": "int32", "name": "MinLoopCount", "description": "Minimum number of times this entry will loop before ending" }, { "type": "float", "name": "MinPlayRate", "description": "Minimum playrate for this entry" }, { "type": "TObjectPtr<UAn...", "name": "Sequence", "description": "Sequence to play when this entry is picked" } ]
WithPureVirtual
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h
AnimGraphRuntime
enum &123; WithPureVirtual = true &125;
[]
UAnimNotify_PlayMontageNotify::BranchingPointNotify
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
Deprecated* Please use the other Notify function instead
AnimGraphRuntime
virtual void BranchingPointNotify ( [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointPayload )
[]
UAnimNotify_PlayMontageNotify::CanBePlaced
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
AnimGraphRuntime
virtual bool CanBePlaced ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation ) const
[]
UAnimNotify_PlayMontageNotify::GetNotifyName_Implementation
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
AnimGraphRuntime
virtual [FString](API\Runtime\Core\Containers\FString) GetNotifyName_Implementation() const
[]
UAnimNotify_PlayMontageNotify
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
UAnimNotify_PlayMontageNotify
AnimGraphRuntime
class UAnimNotify_PlayMontageNotify : public [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify)
[ { "type": "FName", "name": "NotifyName", "description": "Name of notify that is passed to the PlayMontage K2Node." } ]
UAnimNotify_PlayMontageNotify::UAnimNotify_PlayMontageNotify
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
AnimGraphRuntime
UAnimNotify_PlayMontageNotify ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimNotify_PlayMontageNotifyWindow::CanBePlaced
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
AnimGraphRuntime
virtual bool CanBePlaced ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation ) const
[]
UAnimNotify_PlayMontageNotifyWindow::BranchingPointNotifyEnd
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
AnimGraphRuntime
virtual void BranchingPointNotifyEnd ( [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointPayload )
[]
UAnimNotify_PlayMontageNotifyWindow::BranchingPointNotifyBegin
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
AnimGraphRuntime
virtual void BranchingPointNotifyBegin ( [FBranchingPointNotifyPayload](API\Runtime\Engine\Animation\AnimNotifies\FBranchingPointNotifyPayload) & BranchingPointPayload )
[]
UAnimNotify_PlayMontageNotifyWindow::GetNotifyName_Implementation
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
AnimGraphRuntime
virtual [FString](API\Runtime\Core\Containers\FString) GetNotifyName_Implementation() const
[]
UAnimNotify_PlayMontageNotifyWindow::UAnimNotify_PlayMontageNotifyWindow
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
AnimGraphRuntime
UAnimNotify_PlayMontageNotifyWindow ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UAnimNotify_PlayMontageNotifyWindow
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNotifies/AnimNotify_PlayMontageNotify.h
UAnimNotify_PlayMontageNotifyWindow.
AnimGraphRuntime
class UAnimNotify_PlayMontageNotifyWindow : public [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState)
[ { "type": "FName", "name": "NotifyName", "description": "Name of notify that is passed to ability." } ]
EInterpolationBlend::Type
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h
Various ways to interpolate TAlphaBlend.
AnimGraphRuntime
namespace EInterpolationBlend { enum Type { Linear, Cubic, Sinusoidal, EaseInOutExponent2, EaseInOutExponent3, EaseInOutExponent4, EaseInOutExponent5, MAX, } }
[]
FAnimConstraintOffsetPair
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
struct FAnimConstraintOffsetPair
[ { "type": "FVector", "name": "Body0Offset", "description": "" }, { "type": "FVector", "name": "Body1Offset", "description": "" } ]
FAngularRangeLimit::FAngularRangeLimit
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
AnimGraphRuntime
FAngularRangeLimit()
[]
FAngularRangeLimit
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
AnimGraphRuntime
struct FAngularRangeLimit
[ { "type": "FBoneReference", "name": "Bone", "description": "" }, { "type": "FVector", "name": "LimitMax", "description": "" }, { "type": "FVector", "name": "LimitMin", "description": "" } ]
FAnimConstraintOffsetPair::FAnimConstraintOffsetPair
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
FAnimConstraintOffsetPair ( const FVector & InBody0Offset, const FVector InBody1Offset )
[]
FAnimLegIKData::InitializeTransforms
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
void InitializeTransforms ( [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * MyAnimInstanceProxy, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & MeshBases )
[]
FAnimLegIKData::FAnimLegIKData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
FAnimLegIKData()
[]
FAnimLegIKData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
Runtime foot data after validation, we guarantee these bones to exist
AnimGraphRuntime
struct FAnimLegIKData
[ { "type": "TArray<FCompac...", "name": "FKLegBoneIndices", "description": "" }, { "type": "TArray< FTransf...", "name": "FKLegBoneTransforms", "description": "" }, { "type": "FIKChain", "name": "IKChain", "description": "" }, { "type": "FCompactPoseBon...", "name": "IKFootBoneIndex", "description": "" }, { "type": "FTransform", "name": "IKFootTransform", "description": "" }, { "type": "FAnimLegIKDefin...", "name": "LegDefPtr", "description": "" }, { "type": "int32", "name": "NumBones", "description": "" }, { "type": "float", "name": "TwistOffsetDegrees", "description": "" } ]
FAnimLegIKDefinition::FAnimLegIKDefinition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
FAnimLegIKDefinition()
[]
FAnimLegIKDefinition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
Per foot definitions
AnimGraphRuntime
struct FAnimLegIKDefinition
[ { "type": "bool", "name": "bEnableKneeTwistCorrection", "description": "Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation." }, { "type": "bool", "name": "bEnableRotationLimit", "description": "If enabled, we prevent the leg from bending backwards and enforce a min compression angle" }, { "type": "FBoneReference", "name": "FKFootBone", "description": "" }, { "type": "TEnumAsByte<EA...", "name": "FootBoneForwardAxis", "description": "Forward Axis for Foot bone." }, { "type": "TEnumAsByte<EA...", "name": "HingeRotationAxis", "description": "Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot)." }, { "type": "FBoneReference", "name": "IKFootBone", "description": "" }, { "type": "float", "name": "MinRotationAngle", "description": "Only used if bEnableRotationLimit is enabled." }, { "type": "int32", "name": "NumBonesInLimb", "description": "" }, { "type": "FName", "name": "TwistOffsetCurveName", "description": "Name of the curve to use as the twist offset angle(in degrees)." } ]
FAnimNode_AnimDynamics::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Evaluate the new component-space transforms for the affected bones.
AnimGraphRuntime
virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )
[]
FAnimNode_AnimDynamics::FindChainBoneNames
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
void FindChainBoneNames ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & ReferenceSkeleton, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ChainBoneNames )
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FAnimNode_AnimDynamics::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.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_AnimDynamics::GetBodyComponentSpaceTransform
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
FTransform GetBodyComponentSpaceTransform ( const [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) & Body, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) *const SkelComp ) const
[]
FAnimNode_AnimDynamics::GetBodyLocalJointOffset
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Accessors for editor code (mainly for visualization functions)
AnimGraphRuntime
FVector GetBodyLocalJointOffset ( const int32 BodyIndex ) const
[]
FAnimNode_AnimDynamics::GetLODThreshold
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.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_AnimDynamics::GetNumBodies
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
int32 GetNumBodies() const
[]
FAnimNode_AnimDynamics::GetPhysBody
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
const [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) & GetPhysBody ( int32 BodyIndex ) const
[]
FAnimNode_AnimDynamics::HasPreUpdate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.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
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FAnimNode_AnimDynamics::InitializeBoneReferences
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Initialize any bone references you have
AnimGraphRuntime
virtual void InitializeBoneReferences ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )
[]
FAnimNode_AnimDynamics::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.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_AnimDynamics::IsAnimDynamicsSystemEnabledFor
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
static bool IsAnimDynamicsSystemEnabledFor ( int32 InLOD )
[]
FAnimNode_AnimDynamics::InitPhysics
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
void InitPhysics ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output )
[]
FAnimNode_AnimDynamics::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Return true if it is valid to Evaluate
AnimGraphRuntime
virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )
[]