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API > API/Plugins > API/Plugins/AnimationWarpingRuntime > API/Plugins/AnimationWarpingRuntime/BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_FootPlacement
References
| Module | AnimationWarpingRuntime |
| Header | /Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h |
| Include | #include "BoneControllers/AnimNode_FootPlacement.h" |
Syntax
USTRUCT&40;BlueprintInternalUseOnly, Experimental&41;
struct FAnimNode_FootPlacement : public FAnimNode_SkeletalControlBase
Variables
| Type | Name | Description | |
|---|---|---|---|
| FBoneReference | IKFootRootBone | ||
| FFootPlacementInterpolationSettings | InterpolationSettings | ||
| TArray< FFootPlacemenLegDefinition > | LegDefinitions | ||
| FBoneReference | PelvisBone | ||
| FFootPlacementPelvisSettings | PelvisSettings | ||
| FFootPlacementPlantSettings | PlantSettings | ||
| EWarpingEvaluationMode | PlantSpeedMode | Foot/Ball speed evaluation mode (Graph or Manual) used to decide when the feet are locked Graph mode uses the root motion attribute from the animations to calculate the joint's speed Manual mode uses a per-foot curve name representing the joint's speed | |
| FFootPlacementTraceSettings | TraceSettings |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Overridden from FAnimNode_SkeletalControlBase
| Type | Name | Description | |
|---|---|---|---|
| void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. | |
| bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate | |
| void | UpdateInternal
(
const FAnimationUpdateContext& Context |
Interface for derived skeletal controls to implement use this function to update for skeletal control base |
Overridden from FAnimNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |