UAnimInstance::GetLinkedInputPoseNode
#include "Animation/AnimInstance.h"
Access: public
Specifiers: UFUNCTIONBlueprintPure
Description
Retrieves a linked input pose node by its node ID and optional link index. Used internally by the animation layer system to connect input poses from the outer graph into linked animation layer instances.
Caveats & Gotchas
- • Returns nullptr if the node ID is invalid or the linked layer has not been initialized yet. Always null-check the result before accessing the pose node.
- • This is primarily an internal function used by the animation layer linking system. Direct use is rare — most layer interaction should go through the higher-level LinkAnimClassLayers and GetLinkedAnimLayerInstanceByClass functions.
Signature
FAnimNode_LinkedInputPose* GetLinkedInputPoseNode(int32 InNodeId, int32 InLinkIndex = 0) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InNodeId | int32 | The ID of the linked animation layer node in the graph. | — |
| InLinkIndex | int32 | Index of the input pose link when the layer has multiple inputs. | 0 |
Return Type
FAnimNode_LinkedInputPose* Example
Access linked input pose node C++
// Typically called internally by the animation system.
// If you need to inspect a linked input pose:
if (FAnimNode_LinkedInputPose* InputPose = AnimInstance->GetLinkedInputPoseNode(NodeId))
{
// Access the linked input pose data
const FCompactPose& LinkedPose = InputPose->GetPose();
} See Also
Tags
Version History
Introduced in: 4.24
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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