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This is the base class for the 'source version' of all skeletal control animation graph nodes (nodes that manipulate the pose rather than playing animations to create a pose or blending between poses)
Concrete subclasses should contain a member struct derived from FAnimNode_SkeletalControlBase
| Name | UAnimGraphNode_SkeletalControlBase |
| Type | class |
| Header File | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h |
| Include Path | #include "AnimGraphNode_SkeletalControlBase.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UAnimGraphNode_SkeletalControlBase : public UAnimGraphNode_Base
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UAnimGraphNode_Base → UAnimGraphNode_SkeletalControlBase
Derived Classes
UAnimGraphNode_SkeletalControlBase derived class hierarchy
- UAnimGraphNode_AnimDynamics
- UAnimGraphNode_ApplyLimits
- UAnimGraphNode_BoneDrivenController
- UAnimGraphNode_CCDIK
- UAnimGraphNode_Constraint
- UAnimGraphNode_CopyBone
- UAnimGraphNode_CopyBoneDelta
- UAnimGraphNode_EvaluationNotifies
- UAnimGraphNode_Fabrik
- UAnimGraphNode_FootPlacement
- UAnimGraphNode_HandIKRetargeting
- UAnimGraphNode_LegIK
- UAnimGraphNode_LookAt
- UAnimGraphNode_ModifyBone
- UAnimGraphNode_ModularVehicleController
- UAnimGraphNode_ObserveBone
- UAnimGraphNode_OrientationWarping
- UAnimGraphNode_ResetRoot
- UAnimGraphNode_RigidBody
- UAnimGraphNode_RotationMultiplier
- UAnimGraphNode_SlopeWarping
- UAnimGraphNode_SplineIK
- UAnimGraphNode_SpringBone
- UAnimGraphNode_StageCoachWheelController
- UAnimGraphNode_Steering
- UAnimGraphNode_StrideWarping
- UAnimGraphNode_Trail
- UAnimGraphNode_TwistCorrectiveNode
- UAnimGraphNode_TwoBoneIK
- UAnimGraphNode_WheelController
- UAnimGraphNode_RigidBodyWithControl
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimGraphNode_SkeletalControlBase
(
const FObjectInitializer& ObjectInitializer |
AnimGraphNode_SkeletalControlBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 ChangeToNextWidgetMode
(
const USkeletalMeshComponent* SkelComp, |
Called when the user changed widget mode by pressing "Space" key | AnimGraphNode_SkeletalControlBase.h | |
virtual void CopyNodeDataFrom
(
const FAnimNode_Base* NewAnimNode |
AnimGraphNode_SkeletalControlBase.h | ||
virtual void CopyNodeDataTo
(
FAnimNode_Base* OutAnimNode |
AnimGraphNode_SkeletalControlBase.h | ||
virtual void DeselectActor
(
USkeletalMeshComponent* SkelComp |
If it has select-actors, should hide all actors when de-select is called | AnimGraphNode_SkeletalControlBase.h | |
virtual void DoRotation
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in rotation mode | AnimGraphNode_SkeletalControlBase.h | |
virtual void DoScale
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in scale mode | AnimGraphNode_SkeletalControlBase.h | |
virtual void DoTranslation
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in translation mode | AnimGraphNode_SkeletalControlBase.h | |
virtual FName FindSelectedBone() |
AnimGraphNode_SkeletalControlBase.h | ||
void GetDefaultValue
(
const FName PropName, |
AnimGraphNode_SkeletalControlBase.h | ||
void GetDefaultValue
(
const FName UpdateDefaultValueName, |
Get literal value for vector | AnimGraphNode_SkeletalControlBase.h | |
ValueType GetNodeValue
(
const FName PropName, |
AnimGraphNode_SkeletalControlBase.h | ||
virtual int32 GetWidgetCoordinateSystem
(
const USkeletalMeshComponent* SkelComp |
Returns the coordinate system that should be used for this bone | AnimGraphNode_SkeletalControlBase.h | |
virtual FVector GetWidgetLocation
(
const USkeletalMeshComponent* SkelComp, |
Methods related to widget control | AnimGraphNode_SkeletalControlBase.h | |
virtual int32 GetWidgetMode
(
const USkeletalMeshComponent* SkelComp |
Return current widget mode this anim graph node supports | AnimGraphNode_SkeletalControlBase.h | |
virtual bool IsActorClicked
(
HActor* ActorHitProxy |
AnimGraphNode_SkeletalControlBase.h | ||
bool IsPinShown
(
const FName PinName |
Are we currently showing this pin | AnimGraphNode_SkeletalControlBase.h | |
virtual void MoveSelectActorLocation
(
const USkeletalMeshComponent* SkelComp, |
If anim graph node needs other actors to select other bones, move actor's positions when this is called | AnimGraphNode_SkeletalControlBase.h | |
virtual void ProcessActorClick
(
HActor* ActorHitProxy |
AnimGraphNode_SkeletalControlBase.h | ||
void SetDefaultValue
(
const FName InDefaultValueName, |
Set literal value for FVector | AnimGraphNode_SkeletalControlBase.h | |
void SetDefaultValue
(
const FName PropName, |
AnimGraphNode_SkeletalControlBase.h | ||
void SetNodeValue
(
const FName PropName, |
AnimGraphNode_SkeletalControlBase.h | ||
virtual bool SetWidgetMode
(
const USkeletalMeshComponent* SkelComp, |
Called when the user set widget mode directly, returns true if InWidgetMode is available | AnimGraphNode_SkeletalControlBase.h |
Overridden from UAnimGraphNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateOutputPins() |
Create any output pins necessary for this node. | AnimGraphNode_SkeletalControlBase.h | |
virtual void CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | AnimGraphNode_SkeletalControlBase.h | |
virtual void CustomizePinData
(
UEdGraphPin* Pin, |
Customize pin data based on the input | AnimGraphNode_SkeletalControlBase.h | |
virtual FString GetNodeCategory() |
Gets the menu category this node belongs in. | AnimGraphNode_SkeletalControlBase.h | |
virtual void ValidateAnimNodePostCompile
(
FCompilerResultsLog& MessageLog, |
Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished. | AnimGraphNode_SkeletalControlBase.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FLinearColor GetNodeTitleColor() |
AnimGraphNode_SkeletalControlBase.h | ||
virtual FText GetTooltipText() |
AnimGraphNode_SkeletalControlBase.h | ||
virtual FText GetVisualWarningTooltipText() |
AnimGraphNode_SkeletalControlBase.h | ||
virtual bool ShowVisualWarning() |
AnimGraphNode_SkeletalControlBase.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
AnimGraphNode_SkeletalControlBase.h | ||
virtual void Serialize
(
FArchive& Ar |
AnimGraphNode_SkeletalControlBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FQuat ConvertCSRotationToBoneSpace
(
const USkeletalMeshComponent* SkelComp, |
Convert rotator in component space to bone space | AnimGraphNode_SkeletalControlBase.h | |
FVector ConvertCSVectorToBoneSpace
(
const USkeletalMeshComponent* SkelComp, |
Convert drag vector in component space to bone space | AnimGraphNode_SkeletalControlBase.h | |
void ConvertToComponentSpaceTransform
(
const USkeletalMeshComponent* SkelComp, |
Helper functions for bone control preview local conversion function for drawing | AnimGraphNode_SkeletalControlBase.h | |
FVector ConvertWidgetLocation
(
const USkeletalMeshComponent* InSkelComp, |
Convert widget location according to bone control space | AnimGraphNode_SkeletalControlBase.h | |
virtual FText GetControllerDescription() |
Returns the short descriptive name of the controller. | AnimGraphNode_SkeletalControlBase.h | |
FAnimNode_SkeletalControlBase * GetDebuggedNode() |
AnimGraphNode_SkeletalControlBase.h | ||
virtual const FAnimNode_SkeletalControlBase * GetNode() |
AnimGraphNode_SkeletalControlBase.h |