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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 ) | []
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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 | []
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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; | []
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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; | []
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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; | []
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|
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) | []
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|
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) | []
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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 | []
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|
FInternalNodeType | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h | AnimGraphRuntime | typedef [FAnimNode_StateResult](API\Runtime\Engine\Animation\FAnimNode_StateResult) FInternalNodeType | []
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|
FAnimationStateMachineReference | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h | AnimGraphRuntime | struct FAnimationStateMachineReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) | []
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|
FAnimationStateResultReference | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimationStateMachineLibrary.h | AnimGraphRuntime | struct FAnimationStateResultReference : public [FAnimNodeReference](API\Runtime\Engine\Animation\FAnimNodeReference) | []
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|
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 ) | []
|
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