Showing posts with label GetEvaluateGraphExposedInputs. Show all posts
Showing posts with label GetEvaluateGraphExposedInputs. Show all posts

Friday, November 29, 2019

Animation programming in UE4 and about GetEvaluateGraphExposedInputs

My input data was missed in my custom AnimNode and find out that I missed a call function.

GetEvaluateGraphExposedInputs().Execute(Context);

What GetEvaluateGraphExposedInputs().Execute(Context) does is copy all the input data into AnimNode. (That's why there is some cost...)

If you look at the AnimNodeBase.cpp and line 675 there are function FExposedValueHandler::Execute function.

Task in UnrealEngine

 https://www.youtube.com/watch?v=1lBadANnJaw