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Mapping Out The UE4 Animation Architecture Flow
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Animation Subsystem | |
AnimInstance is the runtime animation class that maintains runtime data & plays shit | |
- This is the parent class of the animation blueprint | |
- Get Bone Transforms from a specific time t: | |
○ Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion)); | |
UAnimationAsset is the classes that contain the actual data and also calculates bones & curves | |
- UAnimSequence | |
- UAnimComposite | |
○ UAnimMontage | |
Two classes for each Anim Node; separated for optimization b/c node construction is expensive | |
- UAnimGraphNode_Base: Anim Graph Node that's shown in editor | |
○ Only exist in editor | |
○ One way relationship with corresponding FAnimNode_Base counterpart | |
- FAnimNode_Base: Anim Behavior node that is run time | |
○ Initialize: Called whenever need to initialize/reinitialize (e.g. changing mesh instance) | |
○ Update: Called to update current state (such as advancing playtime or updating blend weights) | |
§ Takes FAnimationUpdateContext that knows the delta time for the update & the current nodes blend weight | |
§ Might be where we hook in to do the forward time projection intersection | |
○ Evaluate/EvaluateComponentSpace: Generates a 'pose' i.e. list of bone transforms | |
- FAnimationRuntime has lots of good functions to look at and utility/helper functions | |
Sequence: | |
Update Functions: | |
[Should be called before RefreshBoneTransforms]USkinnedMeshComponent::TickPose() | |
[Should be atomic & not rely on Tick()] USkinnedMeshComponent::RefreshBoneTransforms() | |
USkinnedMeshComponent::FinalizeBoneTransform() | |
USkeletalMeshComponent::InitAnim: Called when component needs to initialize or reinitialize eg InitializeComponent() or SetSkeletalMesh() | |
- USkeletalMeshComponent::InitializeAnimScriptInstance | |
○ AnimInstance::InitializeAnimation | |
- AnimInstance::NativeInitializeAnimation() | |
- AnimInstance::BlueprintInitializeAnimation() | |
USkinnedMeshComponent::TickComponent() | |
- USkinnedMeshComponent::TickPose() | |
○ USkeletalMeshComponent::TickAnimation | |
- AnimInstance::UpdateAnimation | |
○ [Default does nothing] NativeUpdateAnimation: Only does something for UAnimSingleNodeInstance | |
○ BlueprintUpdateAnimation: Main AnimBP entry point | |
○ FAnimNode_Base::Update() | |
○ UAnimInstance::Montage_Advance() | |
○ UAnimInstance::TriggerAnimNotifies | |
○ UAnimInstance::TriggerQueuedMontageEvents | |
- USkinnedMeshComponent::RefreshBoneTransforms() | |
○ USkinnedMeshComponent::PerformAnimationEvaluation() | |
§ [Evaluate Animation System] USkeletalMeshComponent::EvaluateAnimation() | |
○ AnimInstance::EvaluateAnimation() | |
§ [Default does nothing] UAnimInstance::NativeEvaluateAnimation() AnimInstance can override animgraph evaluation completely. Ex: AnimSingleNodeInstance() doesn't eval the animgraph | |
§ FAnimNode_Base::Evaluate(): This is the root of the anim graph. Called if NativeEvaluateAnimation returns false | |
○ USkeletalMeshComponent::PostAnimEvaluation | |
§ AnimInstance::UpdateCurves | |
§ USkinnedMeshComponent::FinalizeBoneTransform() | |
○ AnimInstance::PostEvaluateAnimation | |
§ [Does nothing by default but virtual] AnimInstance::NativePostEvaluateAnimation | |
§ BlueprintPostEvaluateAnimation | |
§ UpdateComponentToWorld() | |
§ UpdateOverlaps() | |
○ [If RefreshBoneTransforms() not called from Tick()] USkinnedMeshComponent::FinalizeBoneTransform | |
Thanks!
best summary i've come across. thank you
your welcome!
P.S. I made a whole site with stuff like this:
https://bebylon.dev/ue4guide/gameplay-programming/animation-subsystem/animation-subsystem
with github repo: https://github.com/ikrima/gamedevguide
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Real helpful !