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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 | |
|---|---|---|---|
UAnimGraphNode_SkeletalControlBase
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | ChangeToNextWidgetMode
(
const USkeletalMeshComponent* SkelComp, |
Called when the user changed widget mode by pressing "Space" key | |
| FQuat | ConvertCSRotationToBoneSpace
(
const USkeletalMeshComponent* SkelComp, |
Convert rotator in component space to bone space | |
| FVector | ConvertCSVectorToBoneSpace
(
const USkeletalMeshComponent* SkelComp, |
Convert drag vector in component space to bone space | |
| void | ConvertToComponentSpaceTransform
(
const USkeletalMeshComponent* SkelComp, |
Helper functions for bone control preview local conversion function for drawing | |
| FVector | ConvertWidgetLocation
(
const USkeletalMeshComponent* InSkelComp, |
Convert widget location according to bone control space | |
| void | CopyNodeDataFrom
(
const FAnimNode_Base* NewAnimNode |
||
| void | CopyNodeDataTo
(
FAnimNode_Base* OutAnimNode |
||
| void | DeselectActor
(
USkeletalMeshComponent* SkelComp |
If it has select-actors, should hide all actors when de-select is called | |
| void | DoRotation
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in rotation mode | |
| void | DoScale
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in scale mode | |
| void | DoTranslation
(
const USkeletalMeshComponent* SkelComp, |
Called when the widget is dragged in translation mode | |
| FName | |||
| FText | Returns the short descriptive name of the controller. | ||
| FAnimNode_SkeletalControlBase * | |||
| void | GetDefaultValue
(
const FName PropName, |
||
| void | GetDefaultValue
(
const FName UpdateDefaultValueName, |
Get literal value for vector | |
| const FAnimNode_SkeletalControlBase * | GetNode () |
||
| ValueType | GetNodeValue
(
const FName PropName, |
||
| FText | |||
| FText | |||
| int32 | GetWidgetCoordinateSystem
(
const USkeletalMeshComponent* SkelComp |
Returns the coordinate system that should be used for this bone | |
| FVector | GetWidgetLocation
(
const USkeletalMeshComponent* SkelComp, |
Methods related to widget control | |
| int32 | GetWidgetMode
(
const USkeletalMeshComponent* SkelComp |
Return current widget mode this anim graph node supports | |
| bool | IsActorClicked
(
HActor* ActorHitProxy |
||
| bool | IsPinShown
(
const FName PinName |
Are we currently showing this pin | |
| void | MoveSelectActorLocation
(
const USkeletalMeshComponent* SkelComp, |
If anim graph node needs other actors to select other bones, move actor's positions when this is called | |
| void | ProcessActorClick
(
HActor* ActorHitProxy |
||
| void | SetDefaultValue
(
const FName InDefaultValueName, |
Set literal value for FVector | |
| void | SetDefaultValue
(
const FName PropName, |
||
| void | SetNodeValue
(
const FName PropName, |
||
| bool | SetWidgetMode
(
const USkeletalMeshComponent* SkelComp, |
Called when the user set widget mode directly, returns true if InWidgetMode is available | |
| bool |
Overridden from UAnimGraphNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | Create any output pins necessary for this node. | ||
| void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | |
| void | CustomizePinData
(
UEdGraphPin* Pin, |
Customize pin data based on the input | |
| FString | Gets the menu category this node belongs in. | ||
| FLinearColor | |||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| 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. |