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API > API/Plugins > API/Plugins/PhysicsControlUncookedOnly
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_SkeletalControlBase
- UAnimGraphNode_RigidBodyWithControl
References
| Module | PhysicsControlUncookedOnly |
| Header | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControlUncookedOnly/Public/AnimGraphNode_RigidBodyWithControl.h |
| Include | #include "AnimGraphNode_RigidBodyWithControl.h" |
Syntax
UCLASS (Meta=(Keywords="Simulate Rigid Body Physics Ragdoll"))
class UAnimGraphNode_RigidBodyWithControl : public UAnimGraphNode_SkeletalControlBase
Remarks
<<<< THIS IS TEMPORARY PROTOTYPE CODE >>>>
This is essentially a copy + paste of the equivalent file in engine code and is intended for prototyping work as part of the Ch5 locomotion initiative.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FAnimNode_RigidBodyWithControl | Node |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAnimGraphNode_RigidBodyWithControl
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | |||
| bool | |||
| TArray< TPair< FName, TArray< FName > > > | |||
| FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
||
| USkeleton * | GetSkeleton () |
||
| bool | |||
| void | PostChange () |
||
| void | |||
| void | |||
| void |
Overridden from UAnimGraphNode_SkeletalControlBase
| Type | Name | Description | |
|---|---|---|---|
| FText | Returns the short descriptive name of the controller. | ||
| const FAnimNode_SkeletalControlBase * | GetNode () |
||
| FText |
Overridden from UAnimGraphNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | |
| void | DestroyNode () |
||
| void | Draw
(
FPrimitiveDrawInterface* PDI, |
UAnimGraphNode_Base. | |
| FString | Gets the menu category this node belongs in. | ||
| FLinearColor | |||
| void | OnPoseWatchChanged
(
const bool IsPoseWatchActive, |
Pose Watch change notification callback. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | |||
| void | |||
| void | ValidateAnimNodeDuringCompilation
(
USkeleton* ForSkeleton, |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |