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API > API/Plugins > API/Plugins/Locomotor
| Name | FLocomotor |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Animation/Locomotor/Source/Locomotor/Public/LocomotorCore.h |
| Include Path | #include "LocomotorCore.h" |
Syntax
USTRUCT ()
struct FLocomotor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLocomotor() |
LocomotorCore.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccumulatedTimeToSimulate | float | LocomotorCore.h | ||
| AllFeet | TArray< FLocomotorFoot * > | Pointers to all feet in all sets (for convenience) | LocomotorCore.h | |
| bAccelerating | bool | LocomotorCore.h | ||
| bFullyAtRest | bool | LocomotorCore.h | ||
| bPostInitialized | bool | Whether the locomotor has cached it's internal state on first update | LocomotorCore.h | |
| CurrentGlobalPhase | float | Global phase and movement speed (dynamically adjusted during simulation) | LocomotorCore.h | |
| CurrentPercentOfMaxSpeed | float | LocomotorCore.h | ||
| CurrentPhaseSpeed | float | LocomotorCore.h | ||
| CurrentSpeed | float | LocomotorCore.h | ||
| CurrentStrideLength | float | LocomotorCore.h | ||
| FootSets | TArray< FLocomotorFootSet > | Current state of each foot being animated | LocomotorCore.h | |
| Head | FLocomotorHead | Head data | LocomotorCore.h | |
| InitialRootGoalWorld | FTransform | The root goal in world space at the start of the simulation | LocomotorCore.h | |
| Pelvis | FLocomotorPelvis | Pelvis data | LocomotorCore.h | |
| Settings | FLocomotorInputSettings | The current settings (updated each frame) | LocomotorCore.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddFootSet
(
const float PhaseOffset |
Add a set of feet, returns the foot set | LocomotorCore.h | |
int32 AddFootToSet
(
const int32 FootSetIndex, |
Add a foot, returns the index of the foot or -1 if no set found | LocomotorCore.h | |
const FTransform & GetBodyCurrent() |
Read-only access to body transform | LocomotorCore.h | |
const FTransform & GetBodyTarget() |
Read-only access to pelvis transform | LocomotorCore.h | |
TArray< FLocomotorFoot * > & GetFeet () |
Get access to all feet | LocomotorCore.h | |
const TArray< FLocomotorFoot * > & GetFeet () |
LocomotorCore.h | ||
void GetFeetCurrent
(
TArray< FTransform > OutTransforms |
Get final foot transforms | LocomotorCore.h | |
const TArray< FLocomotorFootSet > & GetFootSets() |
Read-only access to feet | LocomotorCore.h | |
const FTransform & GetPelvisCurrent() |
Read-only access to pelvis transform | LocomotorCore.h | |
float GetPhaseCurrent() |
Get the current phase | LocomotorCore.h | |
const FLocomotorInputSettings & GetSettings() |
Read-only access to settings | LocomotorCore.h | |
bool HasFeet() |
Must have at least one set of feet to progress | LocomotorCore.h | |
void Reset
(
const FTransform& InInitialRootGoalWorld, |
Initialize all internal data structures (can be called multiple times) | LocomotorCore.h | |
void RunSimulation
(
const FLocomotorInputSettings& Settings |
Update the simulation state and generate new foot transforms | LocomotorCore.h | |
void SetHead
(
const FTransform& InitialWorldTransform |
Set the head transform and settings | LocomotorCore.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static float BlendTowardsTargetPhase
(
const float CurrentPhase, |
LocomotorCore.h | ||
static float WrapPhaseInRange
(
const float PhaseToWrap |
LocomotorCore.h |