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MaxTimeDebt
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Maximum time to consider when accumulating time debt to avoid spiraling.
AnimGraphRuntime
static const float MaxTimeDebt = (1.0f / 60.0f) * 5.0f;
[]
FAnimNode_AnimDynamics::NeedsDynamicReset
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
For nodes that implement some kind of simulation, return true here soResetDynamics()gets called when things like teleports, time skips etc. occur that might require special handling. 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 NeedsDynamicReset() const
[]
FAnimNode_AnimDynamics::PreUpdate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.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_AnimDynamics::RequestInitialise
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
void RequestInitialise ( ETeleportType InTeleportType )
[]
FAnimNode_AnimDynamics::ResetDynamics
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Called to help dynamics-based updates to recover correctly from large movements/teleports
AnimGraphRuntime
virtual void ResetDynamics ( ETeleportType InTeleportType )
[]
FAnimNode_AnimDynamics::ShouldDoPhysicsUpdate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
bool ShouldDoPhysicsUpdate() const
[]
FAnimNode_AnimDynamics::TermPhysics
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
void TermPhysics()
[]
FAnimNode_AnimDynamics::UpdateChainPhysicsBodyDefinitions
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
void UpdateChainPhysicsBodyDefinitions ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & ReferenceSkeleton )
[]
FAnimNode_AnimDynamics::UpdateInternal
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Interface for derived skeletal controls to implement use this function to update for skeletal control base
AnimGraphRuntime
virtual void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_AnimDynamics::UpdateLimits
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
void UpdateLimits ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output )
[]
FAnimNode_AnimDynamics::ValidateChainPhysicsBodyDefinitions
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
void ValidateChainPhysicsBodyDefinitions ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & ReferenceSkeleton )
[]
FAnimNode_AnimDynamics::FAnimNode_AnimDynamics
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
FAnimNode_AnimDynamics()
[]
FAnimNode_AnimDynamics
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
struct FAnimNode_AnimDynamics : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "float", "name": "AngularBiasOverride", "description": "Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check." }, { "type": "float", "name": "AngularDampingOverride", "description": "Overridden angular damping value. The default is 0.7. Values below 0.7 won't have an effect." }, { "type": "float", "name": "AngularSpringConstant", "description": "Spring constant to use when calculating angular springs, higher values mean a stronger spring." }, { "type": "uint8: 1", "name": "bAngularSpring", "description": "If true the body will attempt to align itself with the specified angular target" }, { "type": "uint8: 1", "name": "bChain", "description": "Set to true to use the solver to simulate a connected chain" }, { "type": "uint8: 1", "name": "bDoEval", "description": "If true we will perform bone transform evaluation, otherwise skip - allows visualization of the initial anim state compared to the physics sim" }, { "type": "bool", "name": "bDoPhysicsUpdateInEditor", "description": "True by default, if false physics simulation will not update this frame. Used to prevent the rig moving whilst interactively editing parameters with a widget in the viewport." }, { "type": "uint8: 1", "name": "bDoUpdate", "description": "If true we will perform physics update, otherwise skip - allows visualization of the initial state of the bodies" }, { "type": "uint8: 1", "name": "bEnableWind", "description": "Whether or not wind is enabled for the bodies in this simulation" }, { "type": "uint8: 1", "name": "bGravityOverrideInSimSpace", "description": "If true the gravity override value is defined in simulation space, by default it is in world space" }, { "type": "uint8: 1", "name": "bLinearSpring", "description": "If true the body will attempt to spring back to its initial position" }, { "type": "FBoneReference", "name": "BoundBone", "description": "The bone to attach the physics body to, if bChain is true this is the top of the chain" }, { "type": "uint8: 1", "name": "bOverrideAngularBias", "description": "If true, the override value will be used for the angular bias for bodies in this node." }, { "type": "uint8: 1", "name": "bOverrideAngularDamping", "description": "If true, the override value will be used for angular damping" }, { "type": "uint8: 1", "name": "bOverrideLinearDamping", "description": "If true, the override value will be used for linear damping" }, { "type": "uint8: 1", "name": "bUseGravityOverride", "description": "Use gravity override value vs gravity scale" }, { "type": "uint8: 1", "name": "bUsePlanarLimit", "description": "Whether to evaluate planar limits" }, { "type": "uint8: 1", "name": "bUseSphericalLimits", "description": "Whether to evaluate spherical limits" }, { "type": "uint8: 1", "name": "bWindWasEnabled", "description": "" }, { "type": "FBoneReference", "name": "ChainEnd", "description": "If bChain is true this is the bottom of the chain, otherwise ignored" }, { "type": "FVector", "name": "ComponentAppliedLinearAccClamp", "description": "When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large." }, { "type": "FVector", "name": "ComponentLinearAccScale", "description": "When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation." }, { "type": "FVector", "name": "ComponentLinearVelScale", "description": "When using non-world-space sim, this applies a 'drag' to the bodies in the local space simulation, based on the components world-space velocity." }, { "type": "FVector", "name": "ExternalForce", "description": "An external force to apply to all bodies in the simulation when ticked, specified in world space" }, { "type": "FVector", "name": "GravityOverride", "description": "Gravity Override Value" }, { "type": "float", "name": "GravityScale", "description": "Scale for gravity, higher values increase forces due to gravity" }, { "type": "ETeleportType", "name": "InitTeleportType", "description": "We can't get clean bone positions unless we are in the evaluate step." }, { "type": "AnimPhysSimSpac...", "name": "LastSimSpace", "description": "Cached sim space that we last used." }, { "type": "float", "name": "LinearDampingOverride", "description": "Overridden linear damping value. The default is 0.7. Values below 0.7 won't have an effect." }, { "type": "float", "name": "LinearSpringConstant", "description": "Spring constant to use when calculating linear springs, higher values mean a stronger spring." }, { "type": "int32", "name": "NumSolverIterationsPostUpdate", "description": "Number of update passes on the linear and angular limits after we solve the position of the bodies, recommended to be around a quarter of NumSolverIterationsPreUpdate" }, { "type": "int32", "name": "NumSolverIterationsPreUpdate", "description": "Number of update passes on the linear and angular limits before we solve the position of the bodies recommended to be four times the value of NumSolverIterationsPostUpdate" }, { "type": "TArray<FAnimPh...", "name": "PhysicsBodyDefinitions", "description": "" }, { "type": "TArray<FAnimPh...", "name": "PlanarLimits", "description": "List of available planar limits for this node" }, { "type": "FTransform", "name": "PreviousActorWorldSpaceTM", "description": "" }, { "type": "FTransform", "name": "PreviousCompWorldSpaceTM", "description": "Previous component & actor transforms, used to account for teleports." }, { "type": "FBoneReference", "name": "RelativeSpaceBone", "description": "When in BoneRelative sim space, the simulation will use this bone as the origin" }, { "type": "FRotationRetarg...", "name": "RetargetingSettings", "description": "The settings for rotation retargeting" }, { "type": "AnimPhysSimSpac...", "name": "SimulationSpace", "description": "The space used to run the simulation" }, { "type": "TArray<FAnimPh...", "name": "SphericalLimits", "description": "List of available spherical limits for this node" }, { "type": "float", "name": "WindScale", "description": "Scale to apply to calculated wind velocities in the solver" } ]
FAnimNode_ApplyLimits::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.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_ApplyLimits::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.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_ApplyLimits::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.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 )
[]
FAnimNode_ApplyLimits::NeedsOnInitializeAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.
AnimGraphRuntime
virtual bool NeedsOnInitializeAnimInstance() const
[]
FAnimNode_ApplyLimits::OnInitializeAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
Called once, from game thread as the parent anim instance is created
AnimGraphRuntime
virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimNode_ApplyLimits::RecalcLimits
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
AnimGraphRuntime
void RecalcLimits()
[]
FAnimNode_ApplyLimits::FAnimNode_ApplyLimits
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
AnimGraphRuntime
FAnimNode_ApplyLimits()
[]
FAnimNode_ApplyLimits
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
AnimGraphRuntime
struct FAnimNode_ApplyLimits : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "TArray< FVector...", "name": "AngularOffsets", "description": "" }, { "type": "TArray<FAngula...", "name": "AngularRangeLimits", "description": "" } ]
FAnimNode_BoneDrivenController::ConvertTargetComponentToBits
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h
Upgrade a node from the output enum to the output bits (change made inFAnimationCustomVersion::BoneDrivenControllerMatchingMaya)
AnimGraphRuntime
void ConvertTargetComponentToBits()
[]
FAnimNode_BoneDrivenController::EvaluateComponentSpaceInternal
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h
Use this function to evaluate for skeletal control base
AnimGraphRuntime
virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Context )
[]
FAnimNode_BoneDrivenController::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.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_BoneDrivenController::ExtractSourceValue
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h
Extracts the value used to drive the target bone or parameter
AnimGraphRuntime
const double ExtractSourceValue ( const FTransform & InCurrentBoneTransform, const FTransform & InRefPoseBoneTransform )
[]
FAnimNode_BoneDrivenController::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.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_BoneDrivenController::InitializeBoneReferences
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h
Initialize any bone references you have
AnimGraphRuntime
virtual void InitializeBoneReferences ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )
[]
FAnimNode_BoneDrivenController::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.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 )
[]
FAnimNode_BoneDrivenController::FAnimNode_BoneDrivenController
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h
AnimGraphRuntime
FAnimNode_BoneDrivenController()
[]
FAnimNode_BoneDrivenController
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h
This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
AnimGraphRuntime
struct FAnimNode_BoneDrivenController : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "uint8: 1", "name": "bAffectTargetRotationX", "description": "Affect the X component of rotation on the target bone." }, { "type": "uint8: 1", "name": "bAffectTargetRotationY", "description": "Affect the Y component of rotation on the target bone." }, { "type": "uint8: 1", "name": "bAffectTargetRotationZ", "description": "Affect the Z component of rotation on the target bone." }, { "type": "uint8: 1", "name": "bAffectTargetScaleX", "description": "Affect the X component of scale on the target bone." }, { "type": "uint8: 1", "name": "bAffectTargetScaleY", "description": "Affect the Y component of scale on the target bone." }, { "type": "uint8: 1", "name": "bAffectTargetScaleZ", "description": "Affect the Z component of scale on the target bone." }, { "type": "uint8: 1", "name": "bAffectTargetTranslationX", "description": "Affect the X component of translation on the target bone." }, { "type": "uint8: 1", "name": "bAffectTargetTranslationY", "description": "Affect the Y component of translation on the target bone." }, { "type": "uint8: 1", "name": "bAffectTargetTranslationZ", "description": "Affect the Z component of translation on the target bone." }, { "type": "uint8: 1", "name": "bUseRange", "description": "Whether or not to clamp the driver value and remap it before scaling it." }, { "type": "EDrivenDestinat...", "name": "DestinationMode", "description": "Type of destination to drive, currently either bone or morph target." }, { "type": "TObjectPtr<UCu...", "name": "DrivingCurve", "description": "Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used)" }, { "type": "EDrivenBoneModi...", "name": "ModificationMode", "description": "The type of modification to make to the destination component(s)" }, { "type": "float", "name": "Multiplier", "description": "Multiplier to apply to the input value (Note: Ignored when a curve is used)" }, { "type": "FName", "name": "ParameterName", "description": "Name of Morph Target to drive using the source attribute" }, { "type": "double", "name": "RangeMax", "description": "Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range) If this is rotation, the unit is radian" }, { "type": "double", "name": "RangeMin", "description": "Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range) If this is rotation, the unit is radian" }, { "type": "double", "name": "RemappedMax", "description": "Maximum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian" }, { "type": "double", "name": "RemappedMin", "description": "Minimum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian" }, { "type": "FBoneReference", "name": "SourceBone", "description": "Bone to use as controller input." }, { "type": "TEnumAsByte<EC...", "name": "SourceComponent", "description": "Transform component to use as input." }, { "type": "FBoneReference", "name": "TargetBone", "description": "Bone to drive using controller input." } ]
FAnimNode_CCDIK::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.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_CCDIK::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.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_CCDIK::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.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 )
[]
FAnimNode_CCDIK::FAnimNode_CCDIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h
AnimGraphRuntime
FAnimNode_CCDIK()
[]
FAnimNode_CCDIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h
Controller which implements the CCDIK IK approximation algorithm
AnimGraphRuntime
struct FAnimNode_CCDIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "bool", "name": "bEnableRotationLimit", "description": "Tolerance for final tip location delta from EffectorLocation" }, { "type": "bool", "name": "bStartFromTail", "description": "Toggle drawing of axes to debug joint rotation" }, { "type": "TArray< FVector...", "name": "DebugLines", "description": "" }, { "type": "FVector", "name": "EffectorLocation", "description": "Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location" }, { "type": "TEnumAsByte< en...", "name": "EffectorLocationSpace", "description": "Reference frame of Effector Transform." }, { "type": "FBoneSocketTarg...", "name": "EffectorTarget", "description": "If EffectorTransformSpace is a bone, this is the bone to use." }, { "type": "int32", "name": "MaxIterations", "description": "Maximum number of iterations allowed, to control performance." }, { "type": "float", "name": "Precision", "description": "Tolerance for final tip location delta from EffectorLocation" }, { "type": "FBoneReference", "name": "RootBone", "description": "Name of the root bone" }, { "type": "FBoneReference", "name": "TipBone", "description": "Name of tip bone" } ]
FAnimNode_Constraint::ConditionalDebugDraw
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h
AnimGraphRuntime
void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const
[]
FAnimNode_Constraint::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.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_Constraint::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.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_CCDIK::ResizeRotationLimitPerJoints
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h
Resize rotation limit array based on set up
AnimGraphRuntime
void ResizeRotationLimitPerJoints ( int32 NewSize )
[]
FAnimNode_Constraint::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.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 )
[]
FAnimNode_Constraint::FAnimNode_Constraint
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h
AnimGraphRuntime
FAnimNode_Constraint()
[]
FAnimNode_Constraint
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h
Constraint node to parent or world transform for rotation/translation
AnimGraphRuntime
struct FAnimNode_Constraint : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "FBoneReference", "name": "BoneToModify", "description": "Name of bone to control. This is the main bone chain to modify from." }, { "type": "TArray<FConstr...", "name": "ConstraintSetup", "description": "List of constraints" }, { "type": "TArray< float >", "name": "ConstraintWeights", "description": "Weight data - post edit syncs up to ConstraintSetups" } ]
FAnimNode_CopyBone::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.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_CopyBone::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.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_CopyBone::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.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 )
[]
FAnimNode_CopyBone::FAnimNode_CopyBone
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h
AnimGraphRuntime
FAnimNode_CopyBone()
[]
FAnimNode_CopyBone
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h
Simple controller to copy a bone's transform to another one.
AnimGraphRuntime
struct FAnimNode_CopyBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "bool", "name": "bCopyRotation", "description": "If Rotation should be copied" }, { "type": "bool", "name": "bCopyScale", "description": "If Scale should be copied" }, { "type": "bool", "name": "bCopyTranslation", "description": "If Translation should be copied" }, { "type": "TEnumAsByte< EB...", "name": "ControlSpace", "description": "Space to convert transforms into prior to copying components" }, { "type": "FBoneReference", "name": "SourceBone", "description": "Source Bone Name to get transform from" }, { "type": "FBoneReference", "name": "TargetBone", "description": "Name of bone to control. This is the main bone chain to modify from." } ]
FAnimNode_CopyBoneDelta::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.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_CopyBoneDelta::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.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_CopyBoneDelta::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.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 )
[]
FAnimNode_CopyBoneDelta::FAnimNode_CopyBoneDelta
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h
AnimGraphRuntime
FAnimNode_CopyBoneDelta()
[]
FAnimNode_CopyBoneDelta
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h
Simple controller to copy a transform relative to the ref pose to the target bone, instead of the copy bone node which copies the absolute transform
AnimGraphRuntime
struct FAnimNode_CopyBoneDelta : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "bool", "name": "bCopyRotation", "description": "" }, { "type": "bool", "name": "bCopyScale", "description": "" }, { "type": "bool", "name": "bCopyTranslation", "description": "" }, { "type": "CopyBoneDeltaMo...", "name": "CopyMode", "description": "" }, { "type": "float", "name": "RotationMultiplier", "description": "" }, { "type": "float", "name": "ScaleMultiplier", "description": "" }, { "type": "FBoneReference", "name": "SourceBone", "description": "" }, { "type": "FBoneReference", "name": "TargetBone", "description": "" }, { "type": "float", "name": "TranslationMultiplier", "description": "" } ]
FAnimNode_Fabrik::ConditionalDebugDraw
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h
AnimGraphRuntime
virtual void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
FAnimNode_Fabrik::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.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_Fabrik::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.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_Fabrik::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.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_Fabrik::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.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 )
[]
FAnimNode_Fabrik::FAnimNode_Fabrik
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h
AnimGraphRuntime
FAnimNode_Fabrik()
[]
FAnimNode_Fabrik
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h
Controller which implements the FABRIK IK approximation algorithm - seehttp://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problemfor details
AnimGraphRuntime
struct FAnimNode_Fabrik : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "bool", "name": "bEnableDebugDraw", "description": "Toggle drawing of axes to debug joint rotation" }, { "type": "TEnumAsByte< en...", "name": "EffectorRotationSource", "description": "" }, { "type": "FBoneSocketTarg...", "name": "EffectorTarget", "description": "If EffectorTransformSpace is a bone, this is the bone to use." }, { "type": "FTransform", "name": "EffectorTransform", "description": "Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location" }, { "type": "TEnumAsByte< en...", "name": "EffectorTransformSpace", "description": "Reference frame of Effector Transform." }, { "type": "int32", "name": "MaxIterations", "description": "Maximum number of iterations allowed, to control performance." }, { "type": "float", "name": "Precision", "description": "Tolerance for final tip location delta from EffectorLocation" }, { "type": "FBoneReference", "name": "RootBone", "description": "Name of the root bone" }, { "type": "FBoneReference", "name": "TipBone", "description": "Name of tip bone" } ]
FAnimNode_HandIKRetargeting::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.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_HandIKRetargeting::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.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_HandIKRetargeting::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.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 )
[]
FAnimNode_HandIKRetargeting::FAnimNode_HandIKRetargeting
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h
AnimGraphRuntime
FAnimNode_HandIKRetargeting()
[]
FAnimNode_HandIKRetargeting
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h
Node to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right IK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props.
AnimGraphRuntime
struct FAnimNode_HandIKRetargeting : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "float", "name": "HandFKWeight", "description": "Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand." }, { "type": "TArray<FBoneRe...", "name": "IKBonesToMove", "description": "IK Bones to move." }, { "type": "FBoneReference", "name": "LeftHandFK", "description": "Bone for Left Hand FK" }, { "type": "FBoneReference", "name": "LeftHandIK", "description": "Bone for Left Hand IK" }, { "type": "FBoneReference", "name": "RightHandFK", "description": "Bone for Right Hand FK" }, { "type": "FBoneReference", "name": "RightHandIK", "description": "Bone for Right Hand IK" } ]
FAnimNode_LegIK::AdjustKneeTwist
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
bool AdjustKneeTwist ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData )
[]
FAnimNode_LegIK::DoLegReachIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
bool DoLegReachIK ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData )
[]
FAnimNode_LegIK::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.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_LegIK::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.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_LegIK::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.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_LegIK::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.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 )
[]
FAnimNode_LegIK::OrientLegTowardsIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
bool OrientLegTowardsIK ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData )
[]
FAnimNode_LegIK::FAnimNode_LegIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
FAnimNode_LegIK()
[]
FAnimNode_LegIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
struct FAnimNode_LegIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "TArray<FAnimLe...", "name": "LegsData", "description": "" }, { "type": "TArray<FAnimLe...", "name": "LegsDefinition", "description": "" }, { "type": "int32", "name": "MaxIterations", "description": "Max Number of Iterations." }, { "type": "FAnimInstancePr...", "name": "MyAnimInstanceProxy", "description": "" }, { "type": "float", "name": "ReachPrecision", "description": "Tolerance for reaching IK Target, in unreal units." } ]
FAnimNode_LookAt::ConditionalDebugDraw
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h
AnimGraphRuntime
void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const
[]
FAnimNode_LookAt::EvaluateComponentSpaceInternal
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h
Use this function to evaluate for skeletal control base
AnimGraphRuntime
virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Context )
[]
FAnimNode_LookAt::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.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_LookAt::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.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_LookAt::GetCachedTargetLocation
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h
AnimGraphRuntime
FVector GetCachedTargetLocation() const
[]
FAnimNode_LookAt::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.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_LookAt::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.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 )
[]
FAnimNode_LookAt::ModifyPoseFromDeltaRotation
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h
AnimGraphRuntime
virtual void ModifyPoseFromDeltaRotation ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms, FTransform & InOutBoneToModifyTransform, const FQuat & DeltaRotation )
[]
FAnimNode_LookAt::UpdateInternal
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h
Interface for derived skeletal controls to implement use this function to update for skeletal control base
AnimGraphRuntime
virtual void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_LookAt::FAnimNode_LookAt
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h
In the future, it would be nice to have more options, -i.e. lag, interpolation speed
AnimGraphRuntime
FAnimNode_LookAt()
[]
FAnimNode_LookAt
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h
Simple controller that make a bone to look at the point or another bone
AnimGraphRuntime
struct FAnimNode_LookAt : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "FBoneReference", "name": "BoneToModify", "description": "Name of bone to control. This is the main bone chain to modify from." }, { "type": "bool", "name": "bUseLookUpAxis", "description": "Whether or not to use Look up axis" }, { "type": "float", "name": "InterpolationTime", "description": "" }, { "type": "float", "name": "InterpolationTriggerThreashold", "description": "" }, { "type": "TEnumAsByte<EI...", "name": "InterpolationType", "description": "" }, { "type": "FAxis", "name": "LookAt_Axis", "description": "" }, { "type": "float", "name": "LookAtClamp", "description": "Look at Clamp value in degrees - if your look at axis is Z, only X, Y degree of clamp will be used" }, { "type": "FVector", "name": "LookAtLocation", "description": "Target Offset." }, { "type": "FBoneSocketTarg...", "name": "LookAtTarget", "description": "Target socket to look at." }, { "type": "FAxis", "name": "LookUp_Axis", "description": "" } ]
FAnimNode_ModifyBone::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.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_ModifyBone::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.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 )
[]
FAnimNode_ModifyBone::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.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_ModifyBone::FAnimNode_ModifyBone
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h
AnimGraphRuntime
FAnimNode_ModifyBone()
[]
FAnimNode_ModifyBone
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h
Simple controller that replaces or adds to the translation/rotation of a single bone.
AnimGraphRuntime
struct FAnimNode_ModifyBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "FBoneReference", "name": "BoneToModify", "description": "Name of bone to control. This is the main bone chain to modify from." }, { "type": "FRotator", "name": "Rotation", "description": "New rotation of bone to apply." }, { "type": "TEnumAsByte< EB...", "name": "RotationMode", "description": "Whether and how to modify the translation of this bone." }, { "type": "TEnumAsByte< en...", "name": "RotationSpace", "description": "Reference frame to apply Rotation in." }, { "type": "FVector", "name": "Scale", "description": "New Scale of bone to apply. This is only worldspace." }, { "type": "TEnumAsByte< EB...", "name": "ScaleMode", "description": "Whether and how to modify the translation of this bone." }, { "type": "TEnumAsByte< en...", "name": "ScaleSpace", "description": "Reference frame to apply Scale in." }, { "type": "FVector", "name": "Translation", "description": "New translation of bone to apply." }, { "type": "TEnumAsByte< EB...", "name": "TranslationMode", "description": "Whether and how to modify the translation of this bone." }, { "type": "TEnumAsByte< en...", "name": "TranslationSpace", "description": "Reference frame to apply Translation in." } ]
FAnimNode_ObserveBone::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.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_ObserveBone::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.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_ObserveBone::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.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 )
[]
FAnimNode_ObserveBone::FAnimNode_ObserveBone
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h
AnimGraphRuntime
FAnimNode_ObserveBone()
[]
FAnimNode_ObserveBone
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h
Debugging node that displays the current value of a bone in a specific space.
AnimGraphRuntime
struct FAnimNode_ObserveBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "FBoneReference", "name": "BoneToObserve", "description": "Name of bone to observe." }, { "type": "bool", "name": "bRelativeToRefPose", "description": "Show the difference from the reference pose?" }, { "type": "TEnumAsByte< EB...", "name": "DisplaySpace", "description": "Reference frame to display the bone transform in." }, { "type": "FRotator", "name": "Rotation", "description": "Rotation of the bone being observed." }, { "type": "FVector", "name": "Scale", "description": "Scale of the bone being observed." }, { "type": "FVector", "name": "Translation", "description": "Translation of the bone being observed." } ]
FAnimNode_ResetRoot::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.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_ResetRoot::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.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_ResetRoot::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.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 )
[]
FAnimNode_ResetRoot::NeedsOnInitializeAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h
For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.
AnimGraphRuntime
virtual bool NeedsOnInitializeAnimInstance() const
[]
FAnimNode_ResetRoot::OnInitializeAnimInstance
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h
Called once, from game thread as the parent anim instance is created
AnimGraphRuntime
virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimNode_ResetRoot::FAnimNode_ResetRoot
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h
AnimGraphRuntime
FAnimNode_ResetRoot()
[]