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Terminal node to create an animation asset for muscle activation MLD training. The animation remains in the rest pose with the curves spiking from 0 to 1 to 0 in each block of frames (Number of frames per muscle) Curves will stay at value 0 most of the time. Only one curve is active at a time. Total animation frames = Frame Rate * Number of frames per muscle
| Name | FCurveSamplingAnimationAssetTerminalNode |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshNodes/Public/Dataflow/ChaosFleshFleshAssetTerminalNode.h |
| Include Path | #include "Dataflow/ChaosFleshFleshAssetTerminalNode.h" |
Syntax
USTRUCT (Meta=(DataflowFlesh, DataflowTerminal))
struct FCurveSamplingAnimationAssetTerminalNode : public FDataflowTerminalNode
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FDataflowNode → FDataflowTerminalNode → FCurveSamplingAnimationAssetTerminalNode
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCurveSamplingAnimationAssetTerminalNode
(
const UE::Dataflow::FNodeParameters& InParam, |
Dataflow/ChaosFleshFleshAssetTerminalNode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimationAsset | DATAFLOW_NODE_DEFINE_INTERNAL(FCurveSamplingAnimationAssetTerminalNode, "CurveSamplingAnimationAssetTerminal", "Terminal", "") private TObjectPtr< UAnimSequence > | Dataflow/ChaosFleshFleshAssetTerminalNode.h |
|
|
| FrameRate | int32 | Frame rate of the animation | Dataflow/ChaosFleshFleshAssetTerminalNode.h |
|
| NumFramesPerMuscle | int32 | Number of frames created for each curve. | Dataflow/ChaosFleshFleshAssetTerminalNode.h |
|
Functions
Public
Overridden from FDataflowTerminalNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Evaluate
(
UE::Dataflow::FContext& Context |
Dataflow/ChaosFleshFleshAssetTerminalNode.h | ||
virtual void SetAssetValue
(
TObjectPtr< UObject > Asset, |
Dataflow/ChaosFleshFleshAssetTerminalNode.h |