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FAnimNode_TwistCorrectiveNode::InitializeBoneReferences
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
Initialize any bone references you have
AnimGraphRuntime
virtual void InitializeBoneReferences ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )
[]
FAnimNode_TwistCorrectiveNode::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.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_TwistCorrectiveNode::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.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_TwistCorrectiveNode::PostSerialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
Type traits support.
AnimGraphRuntime
void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FAnimNode_TwistCorrectiveNode::Serialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
Type traits support.
AnimGraphRuntime
bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FAnimNode_TwistCorrectiveNode
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
This is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve This isn't the twist control node for bone twist
AnimGraphRuntime
struct FAnimNode_TwistCorrectiveNode : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "FReferenceBoneF...", "name": "BaseFrame", "description": "Base Frame of the reference for the twist node" }, { "type": "FName", "name": "CurveName", "description": "" }, { "type": "float", "name": "RangeMax", "description": "FAlphaBlendMappingCurve;." }, { "type": "float", "name": "RemappedMax", "description": "Maximum value to apply to the destination (remapped from the input range)" }, { "type": "float", "name": "RemappedMin", "description": "Minimum value to apply to the destination (remapped from the input range)" }, { "type": "FReferenceBoneF...", "name": "TwistFrame", "description": "Transform component to use as input." }, { "type": "FAxis", "name": "TwistPlaneNormalAxis", "description": "Normal of the Plane that we'd like to calculate angle calculation from in BaseFrame." } ]
FAnimNode_TwoBoneIK::ConditionalDebugDraw
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h
AnimGraphRuntime
void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const
[]
FAnimNode_TwoBoneIK::EvaluateSkeletalControl_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.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_TwoBoneIK::GatherDebugData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.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_TwoBoneIK::GetTargetTransform
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h
AnimGraphRuntime
static FTransform GetTargetTransform ( const FTransform & InComponentTransform, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & MeshBases, [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & InTarget, EBoneControlSpace Space, const FVector & InOffset )
[]
FAnimNode_TwoBoneIK::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.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_TwistCorrectiveNode::FAnimNode_TwistCorrectiveNode
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
AnimGraphRuntime
FAnimNode_TwistCorrectiveNode()
[]
FAnimNode_TwoBoneIK::FAnimNode_TwoBoneIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h
AnimGraphRuntime
FAnimNode_TwoBoneIK()
[]
FAnimPhysBodyDefinition::FAnimPhysBodyDefinition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
FAnimPhysBodyDefinition()
[]
FAnimNode_TwoBoneIK
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.h
Simple 2 Bone IK Controller.
AnimGraphRuntime
struct FAnimNode_TwoBoneIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "uint8: 1", "name": "bAllowStretching", "description": "Should stretching be allowed, to be prevent over extension" }, { "type": "uint8: 1", "name": "bAllowTwist", "description": "Whether or not to apply twist on the chain of joints." }, { "type": "uint8: 1", "name": "bMaintainEffectorRelRot", "description": "Keep local rotation of end bone" }, { "type": "uint8: 1", "name": "bTakeRotationFromEffectorSpace", "description": "Set end bone to use End Effector rotation" }, { "type": "FCompactPoseBon...", "name": "CachedLowerLimbIndex", "description": "Cached limb index for lower" }, { "type": "FCompactPoseBon...", "name": "CachedUpperLimbIndex", "description": "Cached limb index for upper" }, { "type": "FVector", "name": "EffectorLocation", "description": "Effector Location. Target Location to reach." }, { "type": "TEnumAsByte< en...", "name": "EffectorLocationSpace", "description": "Reference frame of Effector Location." }, { "type": "FBoneSocketTarg...", "name": "EffectorTarget", "description": "" }, { "type": "FBoneReference", "name": "IKBone", "description": "Name of bone to control. This is the main bone chain to modify from." }, { "type": "FBoneSocketTarg...", "name": "JointTarget", "description": "" }, { "type": "FVector", "name": "JointTargetLocation", "description": "Joint Target Location. Location used to orient Joint bone." }, { "type": "TEnumAsByte< en...", "name": "JointTargetLocationSpace", "description": "Reference frame of Joint Target Location." }, { "type": "double", "name": "MaxStretchScale", "description": "Limits to use if stretching is allowed." }, { "type": "double", "name": "StartStretchRatio", "description": "Limits to use if stretching is allowed." }, { "type": "FAxis", "name": "TwistAxis", "description": "Specify which axis it's aligned. Used when removing twist" } ]
FAnimPhysBodyDefinition
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
struct FAnimPhysBodyDefinition
[ { "type": "FBoneReference", "name": "BoundBone", "description": "" }, { "type": "FVector", "name": "BoxExtents", "description": "Extents of the box to use for simulation" }, { "type": "AnimPhysCollisi...", "name": "CollisionType", "description": "Resolution method for planar limits" }, { "type": "FAnimPhysConstr...", "name": "ConstraintSetup", "description": "Data describing the constraints we will apply to the body" }, { "type": "FVector", "name": "LocalJointOffset", "description": "Vector relative to the body being simulated to attach the constraint to" }, { "type": "float", "name": "SphereCollisionRadius", "description": "Radius to use if CollisionType is set to CustomSphere" } ]
FAnimNode_TwoBoneIK::Initialize_AnyThread
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwoBoneIK.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 )
[]
FAnimPhysBoneRigidBody::FAnimPhysBoneRigidBody
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
FAnimPhysBoneRigidBody ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & Shapes, const FVector & Position, const [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) & LinkedBone )
[]
FAnimPhysBoneRigidBody
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Helper mapping a rigid body to a bone reference
AnimGraphRuntime
struct FAnimPhysBoneRigidBody
[ { "type": "FBoneReference", "name": "BoundBone", "description": "" }, { "type": "FAnimPhysRigidB...", "name": "PhysBody", "description": "" } ]
FAnimPhysConstraintSetup::FAnimPhysConstraintSetup
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
FAnimPhysConstraintSetup()
[]
FAnimPhysConstraintSetup
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Constraint setup struct, holds data required to build a physics constraint
AnimGraphRuntime
struct FAnimPhysConstraintSetup
[ { "type": "AnimPhysAngular...", "name": "AngularConstraintType", "description": "Method to use when constraining angular motion" }, { "type": "FVector", "name": "AngularLimitsMax", "description": "" }, { "type": "FVector", "name": "AngularLimitsMin", "description": "" }, { "type": "FVector", "name": "AngularTarget", "description": "The axis to align the angular spring constraint to in the animation pose." }, { "type": "AnimPhysTwistAx...", "name": "AngularTargetAxis", "description": "The axis in the simulation pose to align to the Angular Target." }, { "type": "bool", "name": "bLinearFullyLocked", "description": "If all axes are locked we can use 3 linear limits instead of the 6 needed for limited axes" }, { "type": "float", "name": "ConeAngle", "description": "Angle to use when constraining using a cone" }, { "type": "FVector", "name": "LinearAxesMax", "description": "Maximum linear movement per-axis (Set zero here and in the min limit to lock)" }, { "type": "FVector", "name": "LinearAxesMin", "description": "Minimum linear movement per-axis (Set zero here and in the max limit to lock)" }, { "type": "AnimPhysLinearC...", "name": "LinearXLimitType", "description": "Whether to limit the linear X axis" }, { "type": "AnimPhysLinearC...", "name": "LinearYLimitType", "description": "Whether to limit the linear Y axis" }, { "type": "AnimPhysLinearC...", "name": "LinearZLimitType", "description": "Whether to limit the linear Z axis" }, { "type": "AnimPhysTwistAx...", "name": "TwistAxis", "description": "Axis to consider for twist when constraining angular motion (forward axis)" } ]
FAnimPhysLinkedBody::FAnimPhysLinkedBody
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
FAnimPhysLinkedBody ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysShape](API\Runtime\Engine\Animation\FAnimPhysShape) > & Shapes, const FVector & Position, const [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) & LinkedBone )
[]
FAnimPhysLinkedBody
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
Helper describing a body linked to an optional parent (can be nullptr)
AnimGraphRuntime
struct FAnimPhysLinkedBody
[ { "type": "FAnimPhysBoneRi...", "name": "ParentBody", "description": "" }, { "type": "FAnimPhysBoneRi...", "name": "RigidBody", "description": "" } ]
FAnimPhysPlanarLimit
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
struct FAnimPhysPlanarLimit
[ { "type": "FBoneReference", "name": "DrivingBone", "description": "When using a driving bone, the plane transform will be relative to the bone transform" }, { "type": "FTransform", "name": "PlaneTransform", "description": "Transform of the plane, this is either in component-space if no DrivinBone is specified or in bone-space if a driving bone is present." } ]
FAnimPhysSphericalLimit::FAnimPhysSphericalLimit
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
FAnimPhysSphericalLimit()
[]
FAnimPhysSphericalLimit
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h
AnimGraphRuntime
struct FAnimPhysSphericalLimit
[ { "type": "FBoneReference", "name": "DrivingBone", "description": "Bone to attach the sphere to" }, { "type": "float", "name": "LimitRadius", "description": "Radius of the sphere" }, { "type": "ESphericalLimit...", "name": "LimitType", "description": "Whether to lock bodies inside or outside of the sphere" }, { "type": "FVector", "name": "SphereLocalOffset", "description": "Local offset for the sphere, if no driving bone is set this is in node space, otherwise bone space" } ]
FConstraint::Initialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h
AnimGraphRuntime
void Initialize ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )
[]
FConstraint::IsValidToEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h
AnimGraphRuntime
bool IsValidToEvaluate ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) const
[]
FConstraint::FConstraint
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h
AnimGraphRuntime
FConstraint()
[]
FConstraint
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h
Constraint Set up
AnimGraphRuntime
struct FConstraint
[ { "type": "int32", "name": "ConstraintDataIndex", "description": "Transient constraint data index" }, { "type": "EConstraintOffs...", "name": "OffsetOption", "description": "Maintain offset based on refpose or not." }, { "type": "FFilterOptionPe...", "name": "PerAxis", "description": "Per axis filter options - applied in their local space not in world space" }, { "type": "FBoneReference", "name": "TargetBone", "description": "Target Bone this is constraint to" }, { "type": "ETransformConst...", "name": "TransformType", "description": "What transform type is constraint to - Translation, Rotation, Scale OR Parent." } ]
FIKChain::ApplyTwistOffset
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
void ApplyTwistOffset ( const float InTwistOffsetDegrees )
[]
FIKChain::GetMaximumReach
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
double GetMaximumReach() const
[]
FIKChain::InitializeFromLegData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
void InitializeFromLegData ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData, [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )
[]
FIKChain::ReachTarget
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
void ReachTarget ( const FVector & InTargetLocation, double InReachPrecision, int32 InMaxIterations )
[]
FIKChain::FIKChain
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
FIKChain()
[]
FIKChain
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
struct FIKChain
[ { "type": "TArray<FIKChai...", "name": "Links", "description": "" }, { "type": "float", "name": "MinRotationAngleRadians", "description": "" } ]
FIKChainLink::FIKChainLink
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
FIKChainLink()
[]
FIKChainLink::FIKChainLink
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
FIKChainLink ( FVector InLocation, double InLength )
[]
FIKChainLink
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h
AnimGraphRuntime
struct FIKChainLink
[ { "type": "FVector", "name": "BaseBendDir", "description": "" }, { "type": "FName", "name": "BoneName", "description": "" }, { "type": "double", "name": "Length", "description": "" }, { "type": "FVector", "name": "LinkAxisZ", "description": "" }, { "type": "FVector", "name": "Location", "description": "" }, { "type": "FVector", "name": "RealBendDir", "description": "" } ]
FIKFootPelvisPullDownSolver::Solve
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/BoneControllerSolvers.h
Iteratively pulls the character pelvis towards the ground based on the relationship of driven IK foot targets versus FK foot limits.
AnimGraphRuntime
FTransform Solve ( FTransform PelvisTransform, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > FKFootDistancesToPelvis, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > IKFootLocations, float DeltaTime )
[]
FIKFootPelvisPullDownSolver
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/BoneControllerSolvers.h
AnimGraphRuntime
struct FIKFootPelvisPullDownSolver
[ { "type": "double", "name": "PelvisAdjustmentErrorTolerance", "description": "Specifies the pelvis adjustment distance error that is tolerated for each iteration of the solver" }, { "type": "FVectorRK4Sprin...", "name": "PelvisAdjustmentInterp", "description": "Specifies the spring interpolation parameters applied during pelvis adjustment." }, { "type": "double", "name": "PelvisAdjustmentInterpAlpha", "description": "Specifies an alpha between the original and final adjusted pelvis locations This is used to retain some degree of the original pelvis motion" }, { "type": "double", "name": "PelvisAdjustmentMaxDistance", "description": "Specifies the maximum displacement the pelvis can be adjusted relative to its original location." }, { "type": "int32", "name": "PelvisAdjustmentMaxIter", "description": "Specifies the maximum number of iterations to run for the pelvis adjustment solver Higher iterations will guarantee closer PelvisAdjustmentErrorTolerance convergence at the cost of performance" } ]
FReferenceBoneFrame::FReferenceBoneFrame
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
AnimGraphRuntime
FReferenceBoneFrame()
[]
FReferenceBoneFrame
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
Reference Bone Frame
AnimGraphRuntime
struct FReferenceBoneFrame
[ { "type": "FAxis", "name": "Axis", "description": "" }, { "type": "FBoneReference", "name": "Bone", "description": "" } ]
FSimSpaceSettings::PostSerialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FRotationLimit::FRotationLimit
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h
AnimGraphRuntime
FRotationLimit()
[]
FRotationLimit
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h
AnimGraphRuntime
struct FRotationLimit
[ { "type": "FVector", "name": "LimitMax", "description": "" }, { "type": "FVector", "name": "LimitMin", "description": "" } ]
FPerJointTrailSetup
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h
In the future, we might use this for stretch set up as well for now this is unserializable, and transient only
AnimGraphRuntime
struct FPerJointTrailSetup
[ { "type": "float", "name": "TrailRelaxationSpeedPerSecond", "description": "How quickly we 'relax' the bones to their animated positions." } ]
FSimSpaceSettings::operator=
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
[FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) & operator= ( const [FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) & )
[]
FSimSpaceSettings::FSimSpaceSettings
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
FSimSpaceSettings()
[]
FSimSpaceSettings::FSimSpaceSettings
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
FSimSpaceSettings ( [FSimSpaceSettings](API\Runtime\AnimGraphRuntime\BoneControllers\FSimSpaceSettings) const & )
[]
FSimSpaceSettings::~FSimSpaceSettings
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
Disable deprecation errors by providing defaults wrapped with pragma disable.
AnimGraphRuntime
PRAGMA_DISABLE_DEPRECATION_WARNINGS ~FSimSpaceSettings()
[]
FSimSpaceSettings
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
struct FSimSpaceSettings
[ { "type": "FVector", "name": "ExternalAngularVelocity", "description": "Additional angular velocity that is added to the component angular velocity." }, { "type": "FVector", "name": "ExternalLinearDragV", "description": "Additional linear drag applied to every body in addition to linear drag specified on them in the physics asset." }, { "type": "FVector", "name": "ExternalLinearVelocity", "description": "Additional velocity that is added to the component velocity so the simulation acts as if the actor is moving at speed, even when stationary." }, { "type": "float", "name": "MaxAngularAcceleration", "description": "A clamp on the effective world-space angular accleration that is passed to the simulation." }, { "type": "float", "name": "MaxAngularVelocity", "description": "A clamp on the effective world-space angular velocity that is passed to the simulation." }, { "type": "float", "name": "MaxLinearAcceleration", "description": "A clamp on the effective world-space acceleration that is passed to the simulation." }, { "type": "float", "name": "MaxLinearVelocity", "description": "A clamp on the effective world-space velocity that is passed to the simulation." }, { "type": "float", "name": "VelocityScaleZ", "description": "Multiplier on the Z-component of velocity and acceleration that is passed to the simulation." }, { "type": "float", "name": "WorldAlpha", "description": "Global multipler on the effects of simulation space movement." } ]
FSplineIKCachedBoneData::FSplineIKCachedBoneData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h
AnimGraphRuntime
FSplineIKCachedBoneData()
[]
FSplineIKCachedBoneData::FSplineIKCachedBoneData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h
AnimGraphRuntime
FSplineIKCachedBoneData ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, int32 InRefSkeletonIndex )
[]
FWarpingVectorValue::AsComponentSpaceDirection
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/BoneControllerTypes.h
Retrieves a normalized Component-space direction from the specified DirectionMode and Direction value.
AnimGraphRuntime
FVector AsComponentSpaceDirection ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * AnimInstanceProxy, const FTransform & IKFootRootTransform ) const
[]
FSplineIKCachedBoneData
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h
Data cached per bone in the chain
AnimGraphRuntime
struct FSplineIKCachedBoneData
[ { "type": "FBoneReference", "name": "Bone", "description": "The bone we refer to" }, { "type": "int32", "name": "RefSkeletonIndex", "description": "Indexof the bone in the reference skeleton" } ]
FWarpingVectorValue
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/BoneControllerTypes.h
Vector values which may be specified in a configured space.
AnimGraphRuntime
struct FWarpingVectorValue
[ { "type": "EWarpingVectorM...", "name": "Mode", "description": "Space of the corresponding Vector value." }, { "type": "FVector", "name": "Value", "description": "Specifies a vector relative to the space defined by Mode." } ]
Value
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
enum &123; Value = true &125;
[]
TIsPODType< FSimSpaceSettings >
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
Settings for the system which passes motion of the simulation's space into the simulation. This allows the simulation to pass a fraction of the world space motion onto the bodies which allows Bone-Space and Component-Space simulations to react to world-space movement in a controllable way.
AnimGraphRuntime
template<> struct TIsPODType< FSimSpaceSettings >
[]
WithPostSerialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
enum &123; WithPostSerialize = true &125;
[]
TStructOpsTypeTraits< FAnimNode_RigidBody >
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
template<> struct TStructOpsTypeTraits< FAnimNode_RigidBody > : public [TStructOpsTypeTraitsBase2< FAnimNode_RigidBody >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
WithPostSerialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
AnimGraphRuntime
enum &123; WithPostSerialize = true &125;
[]
WithSerializer
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
AnimGraphRuntime
enum &123; WithSerializer = true &125;
[]
TStructOpsTypeTraits< FAnimNode_TwistCorrectiveNode >
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h
AnimGraphRuntime
template<> struct TStructOpsTypeTraits< FAnimNode_TwistCorrectiveNode > : public [TStructOpsTypeTraitsBase2< FAnimNode_TwistCorrectiveNode >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
WithPostSerialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
enum &123; WithPostSerialize = true &125;
[]
TStructOpsTypeTraits< FSimSpaceSettings >
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RigidBody.h
AnimGraphRuntime
template<> struct TStructOpsTypeTraits< FSimSpaceSettings > : public [TStructOpsTypeTraitsBase2< FSimSpaceSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
CommonAnimationLibrary::RetargetSingleLocation
/Engine/Source/Runtime/AnimGraphRuntime/Public/CommonAnimationLibrary.h
This function performs retargeting of translation using an easing function. For this a range of motion needs to be defined given a direction and the constraints.
AnimGraphRuntime
namespace CommonAnimationLibrary { FVector CommonAnimationLibrary::RetargetSingleLocation ( FVector Location, const FTransform & Source, const FTransform & Target, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlipEasing, float EasingWeight, FVector Axis, float SourceMinimum, float SourceMaximum, float TargetMinimum, float TargetMaximum ) }
[]
CommonAnimationLibrary::RetargetSingleRotation
/Engine/Source/Runtime/AnimGraphRuntime/Public/CommonAnimationLibrary.h
This function performs retargeting of rotation using an easing function. For this a range of motion needs to be defined as a euler angle, swing angle or twist
AnimGraphRuntime
namespace CommonAnimationLibrary { FQuat CommonAnimationLibrary::RetargetSingleRotation ( const FQuat & Rotation, const FTransform & Source, const FTransform & Target, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlipEasing, float EasingWeight, ERotationComponent RotationComponent, FVector TwistAxis, bool bUseAbsoluteAngle, float SourceMinimum, float SourceMaximum, float TargetMinimum, float TargetMaximum ) }
[]
CommonAnimationLibrary::ScalarEasing
/Engine/Source/Runtime/AnimGraphRuntime/Public/CommonAnimationLibrary.h
This function perform easing on a float value using a variety of easing types.
AnimGraphRuntime
namespace CommonAnimationLibrary { float CommonAnimationLibrary::ScalarEasing ( float Value, const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & CustomCurve, EEasingFuncType EasingType, bool bFlip, float Weight ) }
[]
GUID
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationCustomVersion.h
The GUID for this custom version number.
AnimGraphRuntime
static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;
[]
Type
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationCustomVersion.h
AnimGraphRuntime
enum Type { BeforeCustomVersionWasAdded = 0, BoneDrivenControllerMatchingMaya = 1, BoneDrivenControllerRemapping = 2, AnimDynamicsAddAngularOffsets = 3, RenamedStretchLimits = 4, ConvertIKToSupportBoneSocketTarget = 5, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }
[]
FAnimationCustomVersion
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationCustomVersion.h
No constructors are accessible with public or protected access.
AnimGraphRuntime
struct FAnimationCustomVersion
[]
FInternalNodeType
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h
AnimGraphRuntime
typedef [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) FInternalNodeType
[]
FInternalNodeType
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h
AnimGraphRuntime
typedef [FAnimNode_StateResult](API\Runtime\Engine\Animation\FAnimNode_StateResult) FInternalNodeType
[]
FAnimationStateMachineReference
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h
AnimGraphRuntime
struct FAnimationStateMachineReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)
[]
FAnimationStateResultReference
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h
AnimGraphRuntime
struct FAnimationStateResultReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference)
[]
FAnimCustomInstanceHelper::BindToSkeletalMeshComponent
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimCustomInstanceHelper.h
Called to bind a typed UAnimCustomInstance to an existing skeletal mesh component the current (or newly created) UAnimCustomInstance
AnimGraphRuntime
template<typename InstanceClassType> static InstanceClassType * BindToSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent, bool & bOutWasCreated )
[]
FAnimCustomInstanceHelper::UnbindFromSkeletalMeshComponent
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimCustomInstanceHelper.h
Called to unbind a UAnimCustomInstance to an existing skeletal mesh component
AnimGraphRuntime
template<typename InstanceClassType> static void UnbindFromSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )
[]
FAnimCustomInstanceHelper
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimCustomInstanceHelper.h
AnimGraphRuntime
class FAnimCustomInstanceHelper
[]
FAnimSequencerData::FAnimSequencerData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
FAnimSequencerData ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 InSequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & InRootMotion, float InFromPosition, float InToPosition, float InWeight, bool bInFireNotifies, ESwapRootBone InSwapRootBone, [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > InInitialTransform, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )
[]
FAnimSequencerData
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
struct FAnimSequencerData
[ { "type": "UAnimSequenceBa...", "name": "AnimSequence", "description": "" }, { "type": "bool", "name": "bFireNotifies", "description": "" }, { "type": "float", "name": "FromPosition", "description": "" }, { "type": "TOptional< FTra...", "name": "InitialTransform", "description": "" }, { "type": "UMirrorDataTabl...", "name": "MirrorDataTable", "description": "" }, { "type": "constTOptional...", "name": "RootMotion", "description": "" }, { "type": "int32", "name": "SequenceId", "description": "" }, { "type": "ESwapRootBone", "name": "SwapRootBone", "description": "" }, { "type": "float", "name": "ToPosition", "description": "" }, { "type": "float", "name": "Weight", "description": "" } ]
FAnimSequencerInstanceProxy::ClearSequencePlayerAndMirrorMaps
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
void ClearSequencePlayerAndMirrorMaps()
[]
FAnimSequencerInstanceProxy::ConstructNodes
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Construct and link the base part of the blend tree
AnimGraphRuntime
virtual void ConstructNodes()
[]
FAnimSequencerInstanceProxy::EnsureAnimTrack
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
void EnsureAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId )
[]
FAnimSequencerInstanceProxy::Evaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Evaluate override point true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true
AnimGraphRuntime
virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimSequencerInstanceProxy::FindPlayer
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Find a player of a specified type
AnimGraphRuntime
template<typename Type> Type * FindPlayer ( uint32 SequenceId ) const
[]
FAnimSequencerInstanceProxy::InitAnimTrack
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
void InitAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId )
[]
FAnimSequencerInstanceProxy::Initialize
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Called when our anim instance is being initialized
AnimGraphRuntime
virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimSequencerInstanceProxy::PostEvaluate
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Called after evaluate so we can do any game thread work we need to
AnimGraphRuntime
virtual void PostEvaluate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimSequencerInstanceProxy::ResetNodes
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Reset all nodes in this instance
AnimGraphRuntime
virtual void ResetNodes()
[]
FAnimSequencerInstanceProxy::ResetPose
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Reset the pose in this instance
AnimGraphRuntime
virtual void ResetPose()
[]
FAnimSequencerInstanceProxy::UpdateAnimationNode
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Updates the anim graph
AnimGraphRuntime
virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )
[]
FAnimSequencerInstanceProxy::UpdateAnimTrack
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Update an animation sequence player in this instance
AnimGraphRuntime
void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, float InPosition, float Weight, bool bFireNotifies )
[]
FAnimSequencerInstanceProxy::UpdateAnimTrack
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Update an animation sequence player in this instance
AnimGraphRuntime
void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, [TOptional](API\Runtime\Core\IO\TOptional)< float > InFromPosition, float InToPosition, float Weight, bool bFireNotifies )
[]
FAnimSequencerInstanceProxy::UpdateAnimTrack
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, uint32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMomtionOverride, [TOptional](API\Runtime\Core\IO\TOptional)< float > InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )
[]
FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
void UpdateAnimTrackWithRootMotion ( const [FAnimSequencerData](API\Runtime\AnimGraphRuntime\FAnimSequencerData) & InAnimSequencerData )
[]
FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Deprecated* Please use the UpdateAnimTrackWithRootMotion that takesFAnimSequencerData
AnimGraphRuntime
void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * InMirrorDataTable )
[]
FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
Deprecated* Please use the UpdateAnimTrackWithRootMotion that takes a MirrorDataTable
AnimGraphRuntime
void UpdateAnimTrackWithRootMotion ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, const [TOptional](API\Runtime\Core\IO\TOptional)< [FRootMotionOverride](API\Runtime\AnimGraphRuntime\FRootMotionOverride) > & RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )
[]
FAnimSequencerInstanceProxy::FAnimSequencerInstanceProxy
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
FAnimSequencerInstanceProxy()
[]
FAnimSequencerInstanceProxy::FAnimSequencerInstanceProxy
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
AnimGraphRuntime
FAnimSequencerInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]