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Unreal Engine C++ API Reference > Plugins > ControlRig
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_CustomProperty
- FAnimNode_ControlRigBase
- FAnimNode_ControlRig
References
Module | ControlRig |
Header | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/AnimNode_ControlRig.h |
Include | #include "AnimNode_ControlRig.h" |
Syntax
USTRUCT&40;&41;
struct FAnimNode_ControlRig : public FAnimNode_ControlRigBase
Remarks
Animation node that allows animation ControlRig output to be used in an animation graph
Variables
Type | Name | Description | |
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TOptional< int32 > | RefPoseSetterHash | A hash to encode the pointer to anim instance, an. |
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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FName | GetIOMapping
(
bool bInput, |
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void | PostSerialize
(
const FArchive& Ar |
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void | SetIOMapping
(
bool bInput, |
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void | UpdateControlRigRefPoseIfNeeded
(
const FAnimInstanceProxy* InProxy, |
Helper function to update the initial ref pose within the Control Rig if needed. |
Overridden from FAnimNode_ControlRigBase
Type | Name | Description | |
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UControlRig * | Return Control Rig of current object | |
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TSubclassOf< UControlRig > | ||
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void | UpdateInput
(
UControlRig* ControlRig, |
Update input/output to control rig |
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void | UpdateOutput
(
UControlRig* InControlRig, |
Overridden from FAnimNode_CustomProperty
Type | Name | Description | |
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UClass * | Get Target Class | |
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void | InitializeProperties
(
const UObject* InSourceInstance, |
Initialize property links from the source instance, in this case AnimInstance Compiler creates those properties during compile time |
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void | PropagateInputProperties
(
const UObject* InSourceInstance |
Propagate the Source Instances' properties to Target Instance |
Overridden from FAnimNode_Base
Type | Name | Description | |
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void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
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void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
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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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int32 | Get the LOD threshold at which this node is enabled. | |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
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void | OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
We only subscribe to the OnInitializeAnimInstance path because we need to cache our source object, so we only override these methods in editor at the moment |
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void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |
Typedefs
Name | Description |
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FCurveMappings |