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Unreal Engine C++ API Reference > Plugins > AnimationWarpingRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_StrideWarping
References
Module | AnimationWarpingRuntime |
Header | /Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_StrideWarping.h |
Include | #include "BoneControllers/AnimNode_StrideWarping.h" |
Syntax
USTRUCT&40;BlueprintInternalUseOnly&41;
struct FAnimNode_StrideWarping : public FAnimNode_SkeletalControlBase
Variables
Type | Name | Description | |
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bool | bClampIKUsingFKLimits | Clamps the IK foot warping to prevent over-extension relative to the overall FK leg. |
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bool | bCompensateIKUsingFKThighRotation | Include warping adjustment to the FK thigh bones alongside the IK/FK foot definitions This is used to help preserve the original overall leg shape |
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bool | bDebugDrawIKFootAdjustment | Enable/Disable IK foot location debug drawing following initial foot adjustment. |
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bool | bDebugDrawIKFootFinal | Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result) |
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bool | bDebugDrawIKFootOrigin | Enable/Disable IK foot location debug drawing prior to warping. |
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bool | bDebugDrawPelvisAdjustment | Enable/Disable pelvis debug drawing following adjustment. |
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bool | bDebugDrawThighAdjustment | Enable/Disable thigh debug drawing following adjustment. |
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bool | bEnableDebugDraw | Enable/Disable stride warping debug drawing. |
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bool | bOrientStrideDirectionUsingFloorNormal | Orients the specified (Manual) or computed (Graph) stride direction by the floor normal. |
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float | DebugDrawScale | Scale all debug drawing visualization by a factor. |
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FWarpingVectorValue | FloorNormalDirection | Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1> |
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TArray< FStrideWarpingFootDefinition > | FootDefinitions | Foot definitions specifying the IK, FK, and Thigh bone. |
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FWarpingVectorValue | GravityDirection | Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1> |
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FBoneReference | IKFootRootBone | IK Foot Root Bone definition. |
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float | LocomotionSpeed | Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Note: This speed should be relative to the delta time of the animation graph |
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float | MinRootMotionSpeedThreshold | Minimum root motion speed required to apply stride warping This is useful to prevent unnatural strides when the animation has a portion with no root motion (i.e starts/stops) When this value is greater than 0, it's recommended to enable interpolation in StrideScaleModifier |
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EWarpingEvaluationMode | Mode | Stride warping evaluation mode (Graph or Manual) |
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FBoneReference | PelvisBone | Pevlis Bone definition. |
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FIKFootPelvisPullDownSolver | PelvisIKFootSolver | Solver for controlling how much the pelvis is "pulled down" towards the IK/FK foot definitions during leg limb extension. |
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FVector | StrideDirection | Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vector |
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float | StrideScale | Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it |
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FInputClampConstants | StrideScaleModifier | Modifies the final stride scale value by optionally clamping and/or interpolating. |
Overridden from FAnimNode_SkeletalControlBase
Type | Name | Description | |
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void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. |
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bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate |
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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 | |
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void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |