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API > API/Plugins > API/Plugins/IKRig > API/Plugins/IKRig/AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_CustomProperty
- FAnimNode_IKRig
References
Module | IKRig |
Header | /Engine/Plugins/Animation/IKRig/Source/IKRig/Public/AnimNodes/AnimNode_IKRig.h |
Include | #include "AnimNodes/AnimNode_IKRig.h" |
Syntax
USTRUCT&40;BlueprintInternalUseOnly&41;
struct FAnimNode_IKRig : public FAnimNode_CustomProperty
Variables
Type | Name | Description | |
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float | Alpha | Current strength of the skeletal control. |
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FInputAlphaBoolBlend | AlphaBoolBlend | |
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FName | AlphaCurveName | |
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EAnimAlphaInputType | AlphaInputType | Alpha value handler |
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FInputScaleBias | AlphaScaleBias | |
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FInputScaleBiasClamp | AlphaScaleBiasClamp | |
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bool | bAlphaBoolEnabled | |
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bool | bDriveWithSourceAsset | When true, goals will use the current transforms stored in the IK Rig Definition asset itself |
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bool | bEnableDebugDraw | Toggle debug drawing of goals when node is selected. |
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bool | bStartFromRefPose | Optionally ignore the input pose and start from the reference pose each solve |
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float | DebugScale | Adjust size of debug drawing. |
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TArray< FIKRigGoal > | Goals | The input goal transforms used by the IK Rig solvers. |
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TObjectPtr< UIKRigDefinition > | RigDefinitionAsset | The IK rig to use to modify the incoming source pose. |
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FPoseLink | Source | The input pose to start the IK solve relative to. |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | Force reinitialization |
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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bool | HasPreUpdate () |
Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
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bool | For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. | |
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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 | PreUpdate
(
const UAnimInstance* InAnimInstance |
Override this to perform game-thread work prior to non-game thread Update() being called |
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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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PropertyUpdateFunction | Cached functions used to update goals using custom properties to avoid looking for then when evaluating |