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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_SkeletalControlBase
- UAnimGraphNode_TwistCorrectiveNode
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h |
Include | #include "AnimGraphNode_TwistCorrectiveNode.h" |
Syntax
UCLASS ()
class UAnimGraphNode_TwistCorrectiveNode : public UAnimGraphNode_SkeletalControlBase
Remarks
This is the 'source version' of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
Variables
Type | Name | Description | |
---|---|---|---|
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FAnimNode_TwistCorrectiveNode | Node |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAnimGraphNode_TwistCorrectiveNode
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
Overridden from UAnimGraphNode_SkeletalControlBase
Type | Name | Description | |
---|---|---|---|
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FText | Returns the short descriptive name of the controller. | |
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const FAnimNode_SkeletalControlBase * | GetNode () |
|
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FText |
Overridden from UAnimGraphNode_Base
Type | Name | Description | |
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void | ValidateAnimNodeDuringCompilation
(
USkeleton* ForSkeleton, |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |