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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 | |
|---|---|---|---|
| float | Alpha | Current strength of the skeletal control. | |
| FInputAlphaBoolBlend | AlphaBoolBlend | ||
| FName | AlphaCurveName | ||
| EAnimAlphaInputType | AlphaInputType | Alpha value handler | |
| FInputScaleBias | AlphaScaleBias | ||
| FInputScaleBiasClamp | AlphaScaleBiasClamp | ||
| bool | bAlphaBoolEnabled | ||
| bool | bDriveWithSourceAsset | When true, goals will use the current transforms stored in the IK Rig Definition asset itself | |
| bool | bEnableDebugDraw | Toggle debug drawing of goals when node is selected. | |
| bool | bStartFromRefPose | Optionally ignore the input pose and start from the reference pose each solve | |
| float | DebugScale | Adjust size of debug drawing. | |
| TArray< FIKRigGoal > | Goals | The input goal transforms used by the IK Rig solvers. | |
| TObjectPtr< UIKRigDefinition > | RigDefinitionAsset | The IK rig to use to modify the incoming source pose. | |
| FPoseLink | Source | The input pose to start the IK solve relative to. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Force reinitialization |
Overridden from FAnimNode_CustomProperty
| Type | Name | Description | |
|---|---|---|---|
| UClass * | Get Target Class | ||
| void | InitializeProperties
(
const UObject* InSourceInstance, |
Initialize property links from the source instance, in this case AnimInstance Compiler creates those properties during compile time | |
| void | PropagateInputProperties
(
const UObject* InSourceInstance |
Propagate the Source Instances' properties to Target Instance |
Overridden from FAnimNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | |
| void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | |
| void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | |
| 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. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. | |
| 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. | ||
| 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 | |
| void | PreUpdate
(
const UAnimInstance* InAnimInstance |
Override this to perform game-thread work prior to non-game thread Update() being called | |
| void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |
Typedefs
| Name | Description |
|---|---|
| PropertyUpdateFunction | Cached functions used to update goals using custom properties to avoid looking for then when evaluating |