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API > API/Plugins > API/Plugins/IKRig > API/Plugins/IKRig/AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_RetargetPoseFromMesh
References
| Module | IKRig |
| Header | /Engine/Plugins/Animation/IKRig/Source/IKRig/Public/AnimNodes/AnimNode_RetargetPoseFromMesh.h |
| Include | #include "AnimNodes/AnimNode_RetargetPoseFromMesh.h" |
Syntax
USTRUCT&40;BlueprintInternalUseOnly&41;
struct FAnimNode_RetargetPoseFromMesh : public FAnimNode_Base
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCopyCurves | Copy curves from SouceMeshComponent. | |
| bool | bSuppressWarnings | Toggle whether to print warnings about missing or incorrectly configured retarget configurations. | |
| bool | bUseAttachedParent | If SourceMeshComponent is not valid, and if this is true, it will look for attached parent as a source | |
| FRetargetProfile | CustomRetargetProfile | Connect a custom retarget profile to modify the retargeter's settings at runtime. | |
| TObjectPtr< UIKRetargeter > | IKRetargeterAsset | Retarget asset to use. | |
| TWeakObjectPtr< USkeletalMeshComponent > | SourceMeshComponent | The Skeletal Mesh Component to retarget animation from. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UIKRetargetProcessor * | Access to the runtime processor |
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(). | |
| 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. | |
| 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. |