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FAnimNode_ResetRoot | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h | AnimGraphRuntime | struct FAnimNode_ResetRoot : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "TArray<FCompac...",
"name": "RootChildren",
"description": ""
}
]
|
|
FAnimNode_RigidBody::AddImpulseAtLocation | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | AnimGraphRuntime | virtual void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName ) | []
|
|
FAnimNode_RigidBody::EvaluateComponentPose_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | Evaluate incoming component pose. | AnimGraphRuntime | virtual void EvaluateComponentPose_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output ) | []
|
FAnimNode_RigidBody::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::GetLODThreshold | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold. | AnimGraphRuntime | virtual int32 GetLODThreshold() const | []
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FAnimNode_RigidBody::GetPhysicsAsset | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | AnimGraphRuntime | [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * GetPhysicsAsset() const | []
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|
FAnimNode_RigidBody::GetSimulation | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | TEMP: Exposed for use in PhAt as a quick way to get drag handles working with Chaos. | AnimGraphRuntime | virtual [ImmediatePhysics::FSimulation](API\Runtime\Engine\Physics\ImmediatePhysics\FSimulation) * GetSimulation() | []
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FAnimNode_RigidBody::HasPreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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 | []
|
FAnimNode_RigidBody::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::NeedsDynamicReset | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::NeedsOnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::OnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::PostSerialize | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | AnimGraphRuntime | void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | []
|
|
FAnimNode_RigidBody::PreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::ResetDynamics | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | Called to help dynamics-based updates to recover correctly from large movements/teleports | AnimGraphRuntime | virtual void ResetDynamics ( ETeleportType InTeleportType ) | []
|
FAnimNode_RigidBody::UpdateComponentPose_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | Update incoming component pose. | AnimGraphRuntime | virtual void UpdateComponentPose_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context ) | []
|
FAnimNode_RigidBody::UpdateInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.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_RigidBody::FAnimNode_RigidBody | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | AnimGraphRuntime | FAnimNode_RigidBody() | []
|
|
FAnimNode_RigidBody::~FAnimNode_RigidBody | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | AnimGraphRuntime | ~FAnimNode_RigidBody() | []
|
|
FAnimNode_RigidBody | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h | Controller that simulates physics based on the physics asset of the skeletal mesh component | AnimGraphRuntime | struct FAnimNode_RigidBody : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "FBoneReference",
"name": "BaseBoneRef",
"description": "Matters if SimulationSpace is BaseBone"
},
{
"type": "uint8: 1",
"name": "bClampLinearTranslationLimitToRefPose",
"description": "Correct for linear tearing on bodies with all axes Locked."
},
{
"type": "uint8: 1",
"name": "bEnableWorldGeometry",
"description": ""
},
{
"type": "bool",
"name": "bForceDisableCollisionBetweenConstraintBodies",
"description": "Whether to allow collisions between two bodies joined by a constraint"
},
{
"type": "uint8: 1",
"name": "bFreezeIncomingPoseOnStart",
"description": "When simulation starts, freeze incoming pose."
},
{
"type": "uint8: 1",
"name": "bOverrideWorldGravity",
"description": ""
},
{
"type": "uint8: 1",
"name": "bTransferBoneVelocities",
"description": "When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless."
},
{
"type": "bool",
"name": "bUseExternalClothCollision",
"description": "If true, kinematic objects will be added to the simulation at runtime to represent any cloth colliders defined for the parent object."
},
{
"type": "float",
"name": "CachedBoundsScale",
"description": "Scale of cached bounds (vs. actual bounds)."
},
{
"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": "float",
"name": "EvaluationResetTime",
"description": "If the node is not evaluated for this amount of time (seconds), either because a lower LOD was in use for a while or the component was not visible, reset the simulation to the default pose on the next evaluation."
},
{
"type": "FVector",
"name": "ExternalForce",
"description": "Applies a uniform external force in world space."
},
{
"type": "TEnumAsByte< EC...",
"name": "OverlapChannel",
"description": "The channel we use to find static geometry to collide with"
},
{
"type": "TObjectPtr<UPh...",
"name": "OverridePhysicsAsset",
"description": "Physics asset to use. If empty use the skeletal mesh's default physics asset"
},
{
"type": "FVector",
"name": "OverrideWorldGravity",
"description": "Override gravity"
},
{
"type": "FSimSpaceSettin...",
"name": "SimSpaceSettings",
"description": "Settings for the system which passes motion of the simulation's space into the simulation."
},
{
"type": "ESimulationSpac...",
"name": "SimulationSpace",
"description": "What space to simulate the bodies in. This affects how velocities are generated"
},
{
"type": "ESimulationTimi...",
"name": "SimulationTiming",
"description": "Whether the physics simulation runs synchronously with the node's evaluation or is run in the background until the next frame."
},
{
"type": "float",
"name": "WorldSpaceMinimumScale",
"description": "For world-space simulations, if the magnitude of the component's 3D scale is less than WorldSpaceMinimumScale, do not update the node."
}
]
|
FAnimNode_RotationMultiplier::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.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_RotationMultiplier::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.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_RotationMultiplier::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.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_RotationMultiplier::FAnimNode_RotationMultiplier | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.h | AnimGraphRuntime | FAnimNode_RotationMultiplier() | []
|
|
FAnimNode_RotationMultiplier | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.h | Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone. | AnimGraphRuntime | struct FAnimNode_RotationMultiplier : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "bool",
"name": "bIsAdditive",
"description": ""
},
{
"type": "float",
"name": "Multiplier",
"description": "To make these to be easily pin-hookable, I'm not making it struct, but each variable 0.f is invalid, and default"
},
{
"type": "TEnumAsByte< EB...",
"name": "RotationAxisToRefer",
"description": ""
},
{
"type": "FBoneReference",
"name": "SourceBone",
"description": "Source to get transform from"
},
{
"type": "FBoneReference",
"name": "TargetBone",
"description": "Name of bone to control. This is the main bone chain to modify from."
}
]
|
FAnimNode_ScaleChainLength::CacheBones_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.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_ScaleChainLength::Evaluate_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.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_ScaleChainLength::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.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_ScaleChainLength::GetInitialChainLength | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h | AnimGraphRuntime | double GetInitialChainLength ( [FCompactPose](API\Runtime\Engine\FCompactPose) & InLSPose, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & InCSPose ) const | []
|
|
FAnimNode_ScaleChainLength::Update_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.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 ) | []
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FAnimNode_ScaleChainLength::FAnimNode_ScaleChainLength | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h | AnimGraphRuntime | FAnimNode_ScaleChainLength() | []
|
|
FAnimNode_ScaleChainLength | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.h | Scale the length of a chain of bones. | AnimGraphRuntime | struct FAnimNode_ScaleChainLength : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) | [
{
"type": "float",
"name": "ActualAlpha",
"description": ""
},
{
"type": "float",
"name": "Alpha",
"description": ""
},
{
"type": "FInputScaleBias",
"name": "AlphaScaleBias",
"description": ""
},
{
"type": "bool",
"name": "bBoneIndicesCached",
"description": ""
},
{
"type": "TArray<FCompac...",
"name": "ChainBoneIndices",
"description": ""
},
{
"type": "FBoneReference",
"name": "ChainEndBone",
"description": ""
},
{
"type": "EScaleChainInit...",
"name": "ChainInitialLength",
"description": ""
},
{
"type": "FBoneReference",
"name": "ChainStartBone",
"description": ""
},
{
"type": "float",
"name": "DefaultChainLength",
"description": "Default chain length, as animated."
},
{
"type": "FPoseLink",
"name": "InputPose",
"description": ""
},
{
"type": "FVector",
"name": "TargetLocation",
"description": ""
}
]
|
FAnimNode_SkeletalControlBase::AddBoneRefMissingVisualWarning | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Visual warnings are shown on the node but not logged as an error for build system, use with care The warnigns are cleared at CacheBones_AnyThread and should be added during InitializeBoneReferences | AnimGraphRuntime | void AddBoneRefMissingVisualWarning ( const [FString](API\Runtime\Core\Containers\FString) & BoneName, const [FString](API\Runtime\Core\Containers\FString) & SkeletalMeshName ) | []
|
FAnimNode_SkeletalControlBase::AddDebugNodeData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Allow base to add info to the node debug output | AnimGraphRuntime | void AddDebugNodeData ( [FString](API\Runtime\Core\Containers\FString) & OutDebugData ) | []
|
FAnimNode_ScaleChainLength::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ScaleChainLength.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_SkeletalControlBase::AddValidationVisualWarning | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | AnimGraphRuntime | void AddValidationVisualWarning ( [FText](API\Runtime\Core\Internationalization\FText) ValidationVisualWarning ) | []
|
|
FAnimNode_SkeletalControlBase::CacheBones_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.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_SkeletalControlBase::ClearValidationVisualWarnings | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | AnimGraphRuntime | void ClearValidationVisualWarnings() | []
|
|
FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Called to evaluate component-space bone 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 EvaluateComponentSpace_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output ) | []
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FAnimNode_SkeletalControlBase::EvaluateComponentPose_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Evaluate incoming component pose. | AnimGraphRuntime | virtual void EvaluateComponentPose_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output ) | []
|
FAnimNode_SkeletalControlBase::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.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_SkeletalControlBase::EvaluateComponentSpaceInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Use this function to evaluate for skeletal control base | AnimGraphRuntime | virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Context ) | []
|
FAnimNode_SkeletalControlBase::GetAlpha | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Get the alpha of this node. | AnimGraphRuntime | float GetAlpha() const | []
|
FAnimNode_SkeletalControlBase::GetLODThreshold | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold. | AnimGraphRuntime | virtual int32 GetLODThreshold() const | []
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FAnimNode_SkeletalControlBase::GetValidationVisualWarningMessage | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | AnimGraphRuntime | [FText](API\Runtime\Core\Internationalization\FText) GetValidationVisualWarningMessage() const | []
|
|
FAnimNode_SkeletalControlBase::HasValidationVisualWarnings | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | AnimGraphRuntime | bool HasValidationVisualWarnings() const | []
|
|
FAnimNode_SkeletalControlBase::InitializeAndValidateBoneRef | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | AnimGraphRuntime | void InitializeAndValidateBoneRef ( [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) & BoneRef, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | []
|
|
FAnimNode_SkeletalControlBase::InitializeBoneReferences | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Initialize any bone references you have | AnimGraphRuntime | virtual void InitializeBoneReferences ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | []
|
FAnimNode_SkeletalControlBase::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.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_SkeletalControlBase::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.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_SkeletalControlBase::SetAlpha | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Set the alpha of this node. | AnimGraphRuntime | void SetAlpha ( float InAlpha ) | []
|
FAnimNode_SkeletalControlBase::UpdateComponentPose_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | Update incoming component pose. | AnimGraphRuntime | virtual void UpdateComponentPose_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context ) | []
|
FAnimNode_SkeletalControlBase::UpdateInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.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_SkeletalControlBase::Update_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.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_SkeletalControlBase::FAnimNode_SkeletalControlBase | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | AnimGraphRuntime | FAnimNode_SkeletalControlBase() | []
|
|
FAnimNode_SkeletalControlBase | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h | AnimGraphRuntime | struct FAnimNode_SkeletalControlBase : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) | [
{
"type": "float",
"name": "ActualAlpha",
"description": ""
},
{
"type": "float",
"name": "Alpha",
"description": "Current strength of the skeletal control."
},
{
"type": "FInputAlphaBool...",
"name": "AlphaBoolBlend",
"description": ""
},
{
"type": "FName",
"name": "AlphaCurveName",
"description": ""
},
{
"type": "EAnimAlphaInput...",
"name": "AlphaInputType",
"description": ""
},
{
"type": "FInputScaleBias",
"name": "AlphaScaleBias",
"description": ""
},
{
"type": "FInputScaleBias...",
"name": "AlphaScaleBiasClamp",
"description": ""
},
{
"type": "bool",
"name": "bAlphaBoolEnabled",
"description": ""
},
{
"type": "FComponentSpace...",
"name": "ComponentPose",
"description": "Input link."
},
{
"type": "FCSPose<FCompa...",
"name": "ForwardedPose",
"description": "Forwarded pose data from the wired node which current node's skeletal control is not applied yet"
},
{
"type": "int32",
"name": "LODThreshold",
"description": "Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited"
}
]
|
|
FAnimNode_SplineIK::BuildBoneSpline | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Build spline from reference pose | AnimGraphRuntime | void BuildBoneSpline ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton ) | []
|
FAnimNode_SplineIK::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.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_SplineIK::FindParamAtFirstSphereIntersection | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Use our linear approximation to determine the earliest intersection with a sphere | AnimGraphRuntime | float FindParamAtFirstSphereIntersection ( const FVector & InOrigin, float InRadius, int32 & StartingLinearIndex ) | []
|
FAnimNode_SplineIK::GetControlPoint | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Get specified handle transform (in component space) for the spline | AnimGraphRuntime | FTransform GetControlPoint ( int32 TransformIndex ) const | []
|
FAnimNode_SplineIK::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.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_SplineIK::GatherBoneReferences | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Build bone references & reallocate transforms from the supplied ref skeleton | AnimGraphRuntime | void GatherBoneReferences ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton ) | []
|
FAnimNode_SplineIK::GetNumControlPoints | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Get the number of spline transforms we are using | AnimGraphRuntime | int32 GetNumControlPoints() const | []
|
FAnimNode_SplineIK::GetSplineCurves | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Read-only access to spline curves | AnimGraphRuntime | const [FSplineCurves](API\Runtime\Engine\Components\FSplineCurves) & GetSplineCurves() const | []
|
FAnimNode_SplineIK::GetTransformedSplineCurves | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Read-only access to transformed curves | AnimGraphRuntime | const [FSplineCurves](API\Runtime\Engine\Components\FSplineCurves) & GetTransformedSplineCurves() const | []
|
FAnimNode_SplineIK::GetTransformedSplinePoint | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Get transformed spline point (in component space) for the spline | AnimGraphRuntime | FTransform GetTransformedSplinePoint ( int32 TransformIndex ) const | []
|
FAnimNode_SplineIK::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.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_SplineIK::OnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.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_SplineIK::NeedsOnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.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_SplineIK::SetControlPoint | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Set specified handle transform (in component space) for the spline | AnimGraphRuntime | void SetControlPoint ( int32 TransformIndex, const FTransform & InTransform ) | []
|
FAnimNode_SplineIK::SetControlPointLocation | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Set specified handle location (in component space) for the spline | AnimGraphRuntime | void SetControlPointLocation ( int32 TransformIndex, const FVector & InLocation ) | []
|
FAnimNode_SplineIK::SetControlPointRotation | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Set specified handle rotation (in component space) for the spline | AnimGraphRuntime | void SetControlPointRotation ( int32 TransformIndex, const FQuat & InRotation ) | []
|
FAnimNode_SplineIK::SetControlPointScale | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Set specified handle scale (in component space) for the spline | AnimGraphRuntime | void SetControlPointScale ( int32 TransformIndex, const FVector & InScale ) | []
|
FAnimNode_SplineIK::TransformSpline | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | Transform the spline using our control points | AnimGraphRuntime | void TransformSpline() | []
|
FAnimNode_SplineIK::FAnimNode_SplineIK | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | AnimGraphRuntime | FAnimNode_SplineIK() | []
|
|
FAnimNode_SpringBone::CacheBones_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.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_SplineIK | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h | AnimGraphRuntime | struct FAnimNode_SplineIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "bool",
"name": "bAutoCalculateSpline",
"description": "The number of points in the spline if we are specifying it directly"
},
{
"type": "ESplineBoneAxis",
"name": "BoneAxis",
"description": "Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve."
},
{
"type": "TArray< FTransf...",
"name": "ControlPoints",
"description": "Transforms applied to spline points"
},
{
"type": "FBoneReference",
"name": "EndBone",
"description": "Name of bone at the end of the spline chain."
},
{
"type": "float",
"name": "Offset",
"description": "The distance along the spline from the start from which bones are constrained"
},
{
"type": "int32",
"name": "PointCount",
"description": "The number of points in the spline if we are not auto-calculating"
},
{
"type": "float",
"name": "Roll",
"description": "Overall roll of the spline, applied on top of other rotations along the direction of the spline"
},
{
"type": "FBoneReference",
"name": "StartBone",
"description": "Name of root bone from which the spline extends"
},
{
"type": "float",
"name": "Stretch",
"description": "The maximum stretch allowed when fitting bones to the spline."
},
{
"type": "FAlphaBlend",
"name": "TwistBlend",
"description": "How to interpolate twist along the length of the spline"
},
{
"type": "float",
"name": "TwistEnd",
"description": "The twist of the end bone. Twist is interpolated along the spline according to Twist Blend."
},
{
"type": "float",
"name": "TwistStart",
"description": "The twist of the start bone. Twist is interpolated along the spline according to Twist Blend."
}
]
|
|
FAnimNode_SpringBone::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.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_SpringBone::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.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_SpringBone::HasPreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.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 | []
|
FAnimNode_SpringBone::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.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_SpringBone::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.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_SpringBone::PreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.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_SpringBone::UpdateInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.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_SpringBone::FAnimNode_SpringBone | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h | AnimGraphRuntime | FAnimNode_SpringBone() | []
|
|
FAnimNode_SpringBone | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h | Simple controller that replaces or adds to the translation/rotation of a single bone. | AnimGraphRuntime | struct FAnimNode_SpringBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "uint8: 1",
"name": "bHadValidStrength",
"description": "Did we have a non-zero ControlStrength last frame."
},
{
"type": "uint8: 1",
"name": "bLimitDisplacement",
"description": "Limit the amount that a bone can stretch from its ref-pose length."
},
{
"type": "FVector",
"name": "BoneLocation",
"description": "World-space location of the bone."
},
{
"type": "FVector",
"name": "BoneVelocity",
"description": "World-space velocity of the bone."
},
{
"type": "uint8: 1",
"name": "bRotateX",
"description": "If true take the spring calculation for rotation in X"
},
{
"type": "uint8: 1",
"name": "bRotateY",
"description": "If true take the spring calculation for rotation in Y"
},
{
"type": "uint8: 1",
"name": "bRotateZ",
"description": "If true take the spring calculation for rotation in Z"
},
{
"type": "uint8: 1",
"name": "bTranslateX",
"description": "If true take the spring calculation for translation in X"
},
{
"type": "uint8: 1",
"name": "bTranslateY",
"description": "If true take the spring calculation for translation in Y"
},
{
"type": "uint8: 1",
"name": "bTranslateZ",
"description": "If true take the spring calculation for translation in Z"
},
{
"type": "double",
"name": "ErrorResetThresh",
"description": "If spring stretches more than this, reset it. Useful for catching teleports etc"
},
{
"type": "float",
"name": "FixedTimeStep",
"description": "Internal use - Current timestep"
},
{
"type": "FVector",
"name": "LocalBoneTransform",
"description": "Cache of previous frames local bone transform so that when we cannot simulate (timestep == 0) we can still update bone location"
},
{
"type": "double",
"name": "MaxDisplacement",
"description": "If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose."
},
{
"type": "FVector",
"name": "OwnerVelocity",
"description": "Velocity of the owning actor"
},
{
"type": "float",
"name": "RemainingTime",
"description": "Internal use - Amount of time we need to simulate."
},
{
"type": "FBoneReference",
"name": "SpringBone",
"description": "Name of bone to control. This is the main bone chain to modify from."
},
{
"type": "double",
"name": "SpringDamping",
"description": "Damping of spring"
},
{
"type": "double",
"name": "SpringStiffness",
"description": "Stiffness of spring"
},
{
"type": "float",
"name": "TimeDilation",
"description": "Internal use - Current time dilation"
}
]
|
FAnimNode_Trail::EnsureChainSize | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h | AnimGraphRuntime | void EnsureChainSize() | []
|
|
FAnimNode_Trail::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.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_Trail::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.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_Trail::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.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_Trail::PostLoad | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h | AnimGraphRuntime | void PostLoad() | []
|
|
FAnimNode_Trail::UpdateInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.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_Trail::FAnimNode_Trail | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h | AnimGraphRuntime | FAnimNode_Trail() | []
|
|
FAnimNode_Trail | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h | Trail Controller | AnimGraphRuntime | struct FAnimNode_Trail : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "uint8: 1",
"name": "bActorSpaceFakeVel",
"description": "Whether 'fake' velocity should be applied in actor or world space."
},
{
"type": "FBoneReference",
"name": "BaseJoint",
"description": "Base Joint to calculate velocity from. If none, it will use Component's World Transform. ."
},
{
"type": "uint8: 1",
"name": "bEditorDebugEnabled",
"description": "This is used by selection node. Use this transient flag."
},
{
"type": "uint8: 1",
"name": "bEnableDebug",
"description": "Enable Debug in the PIE. This doesn't work in game"
},
{
"type": "uint8: 1",
"name": "bHadValidStrength",
"description": "Did we have a non-zero ControlStrength last frame."
},
{
"type": "uint8: 1",
"name": "bInvertChainBoneAxis",
"description": "Invert the direction specified in ChainBoneAxis."
},
{
"type": "uint8: 1",
"name": "bLimitRotation",
"description": "Limit the amount that a bone can stretch from its ref-pose length."
},
{
"type": "uint8: 1",
"name": "bLimitStretch",
"description": "Limit the amount that a bone can stretch from its ref-pose length."
},
{
"type": "uint8: 1",
"name": "bReorientParentToChild",
"description": "Fix up rotation to face child for the parent"
},
{
"type": "uint8: 1",
"name": "bShowBaseMotion",
"description": "Show Base Motion"
},
{
"type": "uint8: 1",
"name": "bShowLimit",
"description": "Show Planar Limits"
},
{
"type": "uint8: 1",
"name": "bShowTrailLocation",
"description": "Show Trail Location"
},
{
"type": "uint8: 1",
"name": "bUsePlanarLimit",
"description": "Whether to evaluate planar limits"
},
{
"type": "TEnumAsByte<EA...",
"name": "ChainBoneAxis",
"description": "Axis of the bones to point along trail."
},
{
"type": "int32",
"name": "ChainLength",
"description": "Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2."
},
{
"type": "float",
"name": "DebugLifeTime",
"description": "Debug Life Time"
},
{
"type": "FVector",
"name": "FakeVelocity",
"description": "'Fake' velocity applied to bones."
},
{
"type": "float",
"name": "LastBoneRotationAnimAlphaBlend",
"description": "How to set last bone rotation."
},
{
"type": "float",
"name": "MaxDeltaTime",
"description": "To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time."
},
{
"type": "FTransform",
"name": "OldBaseTransform",
"description": "LocalToWorld used last frame, used for building transform between frames."
},
{
"type": "TArray<FPerJoi...",
"name": "PerJointTrailData",
"description": "Per Joint Trail Set up"
},
{
"type": "TArray<FAnimPh...",
"name": "PlanarLimits",
"description": "List of available planar limits for this node"
},
{
"type": "TArray<FColor...",
"name": "PlaneDebugColors",
"description": ""
},
{
"type": "float",
"name": "RelaxationSpeedScale",
"description": ""
},
{
"type": "FInputScaleBias...",
"name": "RelaxationSpeedScaleInputProcessor",
"description": ""
},
{
"type": "TArray<FRotati...",
"name": "RotationLimits",
"description": ""
},
{
"type": "TArray< FVector...",
"name": "RotationOffsets",
"description": ""
},
{
"type": "float",
"name": "StretchLimit",
"description": "If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose."
},
{
"type": "float",
"name": "ThisTimstep",
"description": "Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms."
},
{
"type": "FBoneReference",
"name": "TrailBone",
"description": "Reference to the active bone in the hierarchy to modify."
},
{
"type": "TArray< FVector...",
"name": "TrailBoneLocations",
"description": "Component-space locations of the bones from last frame."
},
{
"type": "TArray<FColor...",
"name": "TrailDebugColors",
"description": "Debug transient data to draw debug better"
},
{
"type": "FRuntimeFloatCu...",
"name": "TrailRelaxationSpeed",
"description": "How quickly we 'relax' the bones to their animated positions."
}
]
|
FAnimNode_Trail::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.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_TwistCorrectiveNode::CacheBones_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.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_TwistCorrectiveNode::EvaluateComponentSpaceInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h | Use this function to evaluate for skeletal control base | AnimGraphRuntime | virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Context ) | []
|
FAnimNode_TwistCorrectiveNode::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.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 ) | []
|
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