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API > API/Editor > API/Editor/AnimGraph
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_SkeletalControlBase
- UAnimGraphNode_AnimDynamics
- UAnimGraphNode_ApplyLimits
- UAnimGraphNode_BoneDrivenController
- UAnimGraphNode_CCDIK
- UAnimGraphNode_Constraint
- UAnimGraphNode_CopyBone
- UAnimGraphNode_CopyBoneDelta
- UAnimGraphNode_Fabrik
- UAnimGraphNode_FootPlacement
- UAnimGraphNode_HandIKRetargeting
- UAnimGraphNode_LegIK
- UAnimGraphNode_LookAt
- UAnimGraphNode_ModifyBone
- UAnimGraphNode_ModularVehicleController
- UAnimGraphNode_ObserveBone
- UAnimGraphNode_OrientationWarping
- UAnimGraphNode_ResetRoot
- UAnimGraphNode_RigidBody
- UAnimGraphNode_RigidBodyWithControl
- UAnimGraphNode_RotationMultiplier
- UAnimGraphNode_SlopeWarping
- UAnimGraphNode_SplineIK
- UAnimGraphNode_SpringBone
- UAnimGraphNode_StageCoachWheelController
- UAnimGraphNode_Steering
- UAnimGraphNode_StrideWarping
- UAnimGraphNode_Trail
- UAnimGraphNode_TwistCorrectiveNode
- UAnimGraphNode_TwoBoneIK
- UAnimGraphNode_WheelController
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h |
Include | #include "AnimGraphNode_SkeletalControlBase.h" |
Syntax
UCLASS (Abstract)
class UAnimGraphNode_SkeletalControlBase : public UAnimGraphNode_Base
Remarks
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
Constructors
Type | Name | Description | |
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UAnimGraphNode_SkeletalControlBase
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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int32 | ChangeToNextWidgetMode
(
const USkeletalMeshComponent* SkelComp, |
Called when the user changed widget mode by pressing "Space" key |
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FQuat | ConvertCSRotationToBoneSpace
(
const USkeletalMeshComponent* SkelComp, |
Convert rotator in component space to bone space |
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FVector | ConvertCSVectorToBoneSpace
(
const USkeletalMeshComponent* SkelComp, |
Convert drag vector in component space to bone space |
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void | ConvertToComponentSpaceTransform
(
const USkeletalMeshComponent* SkelComp, |
Helper functions for bone control preview local conversion function for drawing |
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FVector | ConvertWidgetLocation
(
const USkeletalMeshComponent* InSkelComp, |
Convert widget location according to bone control space |
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void | CopyNodeDataFrom
(
const FAnimNode_Base* NewAnimNode |
|
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void | CopyNodeDataTo
(
FAnimNode_Base* OutAnimNode |
|
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void | DeselectActor
(
USkeletalMeshComponent* SkelComp |
If it has select-actors, should hide all actors when de-select is called |
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void | DoRotation
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in rotation mode |
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void | DoScale
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in scale mode |
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void | DoTranslation
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in translation mode |
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FName | ||
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FText | Returns the short descriptive name of the controller. | |
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FAnimNode_SkeletalControlBase * | ||
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void | GetDefaultValue
(
const FName PropName, |
|
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void | GetDefaultValue
(
const FName UpdateDefaultValueName, |
Get literal value for vector |
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const FAnimNode_SkeletalControlBase * | GetNode () |
|
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ValueType | GetNodeValue
(
const FName PropName, |
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FText | ||
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FText | ||
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int32 | GetWidgetCoordinateSystem
(
const USkeletalMeshComponent* SkelComp |
Returns the coordinate system that should be used for this bone |
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FVector | GetWidgetLocation
(
const USkeletalMeshComponent* SkelComp, |
Methods related to widget control |
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int32 | GetWidgetMode
(
const USkeletalMeshComponent* SkelComp |
Return current widget mode this anim graph node supports |
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bool | IsActorClicked
(
HActor* ActorHitProxy |
|
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bool | IsPinShown
(
const FName PinName |
Are we currently showing this pin |
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void | MoveSelectActorLocation
(
const USkeletalMeshComponent* SkelComp, |
If anim graph node needs other actors to select other bones, move actor's positions when this is called |
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void | ProcessActorClick
(
HActor* ActorHitProxy |
|
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void | SetDefaultValue
(
const FName InDefaultValueName, |
Set literal value for FVector |
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void | SetDefaultValue
(
const FName PropName, |
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void | SetNodeValue
(
const FName PropName, |
|
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bool | SetWidgetMode
(
const USkeletalMeshComponent* SkelComp, |
Called when the user set widget mode directly, returns true if InWidgetMode is available |
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bool |
Overridden from UAnimGraphNode_Base
Type | Name | Description | |
---|---|---|---|
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void | Create any output pins necessary for this node. | |
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void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab |
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void | CustomizePinData
(
UEdGraphPin* Pin, |
Customize pin data based on the input |
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FString | Gets the menu category this node belongs in. | |
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FLinearColor | ||
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
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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. |