Navigation
| Name | AnimGraphRuntime |
| Type | Runtime |
| Location | /Engine/Source/Runtime/AnimGraphRuntime/ |
| Module Build Rules | AnimGraphRuntime.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FAnimCustomInstanceHelper | |
| FOnMontagePlayDelegate | |
| FRBFInterpolatorBase | An implementation detail for the RBF interpolator to hide the use of Eigen from components outside AnimGraphRuntime. |
| TRBFInterpolator | |
| UAnimationStateMachineLibrary | Exposes operations to be performed on anim state machine node contexts. |
| UAnimExecutionContextLibrary | Exposes operations to be performed on anim node contexts. |
| UAnimNodeRigidBodyLibrary | Exposes operations to be performed on a rigid body anim node. |
| UAnimNotify_PlayMontageNotify | |
| UAnimNotify_PlayMontageNotifyWindow | UAnimNotify_PlayMontageNotifyWindow. |
| UAnimSequencerInstance | |
| UBlendListBaseLibrary | Exposes operations to be performed on anim state machine node contexts. |
| UBlendSpaceLibrary | Exposes operations to be performed on a blend space anim node. |
| UBlendSpacePlayerLibrary | Exposes operations to be performed on a blend space player anim node. |
| UKismetAnimationLibrary | A library of the most common animation blueprint functions. |
| ULayeredBoneBlendLibrary | Exposes operations to be performed on a layered bone blend anim node. |
| ULinkedAnimGraphLibrary | Exposes operations to be performed on anim node contexts. |
| UMirrorAnimLibrary | Exposes operations that can be run on a Mirror node via Anim Node Functions such as "On Become Relevant" and "On Update". |
| UModifyCurveAnimLibrary | Exposes operations that can be run on a Modify Curve Node via Anim Node Functions such as "On Become Relevant" and "On Update". |
| UPlayMontageCallbackProxy | |
| USequenceEvaluatorLibrary | Exposes operations to be performed on a sequence evaluator anim node Note: Experimental and subject to change! |
| USequencePlayerLibrary | Exposes operations to be performed on a sequence player anim node Note: Experimental and subject to change! |
| USequencerAnimationOverride | Sequencer Animation Track Override interface. |
| USequencerAnimationSupport | |
| USkeletalControlLibrary | Exposes operations to be performed on a skeletal control anim node Note: Experimental and subject to change! |
Structs
| Name | Remarks |
|---|---|
| FAngularRangeLimit | |
| FAnimationCustomVersion | Custom serialization version for assets/classes in the AnimGraphRuntime and AnimGraph modules. |
| FAnimationStateMachineReference | |
| FAnimationStateResultReference | |
| FAnimConstraintOffsetPair | |
| FAnimLegIKData | Runtime foot data after validation, we guarantee these bones to exist |
| FAnimLegIKDefinition | Per foot definitions |
| FAnimNode_AimOffsetLookAt | This node uses a source transform of a socket on the skeletal mesh to automatically calculate Yaw and Pitch directions for a referenced aim offset given a point in the world to look at. |
| FAnimNode_AnimDynamics | |
| FAnimNode_ApplyAdditive | |
| FAnimNode_ApplyLimits | |
| FAnimNode_BlendBoneByChannel | |
| FAnimNode_BlendListBase | Blend list node; has many children. |
| FAnimNode_BlendListByBool | This node is effectively a 'branch', picking one of two input poses based on an input Boolean value. |
| FAnimNode_BlendListByEnum | Blend List by Enum, it changes based on enum input that enters. |
| FAnimNode_BlendListByInt | Blend list node; has many children. |
| FAnimNode_BlendSpaceEvaluator | Evaluates a BlendSpace at a specific using a specific time input rather than advancing time internally. |
| FAnimNode_BlendSpaceGraph | Allows multiple animations to be blended between based on input parameters. |
| FAnimNode_BlendSpaceGraphBase | Allows multiple animations to be blended between based on input parameters. |
| FAnimNode_BlendSpacePlayer | |
| FAnimNode_BlendSpacePlayer_Standalone | |
| FAnimNode_BlendSpacePlayerBase | |
| FAnimNode_BlendSpaceSampleResult | Root node of a blend space sample (sink node). |
| FAnimNode_BoneDrivenController | This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z) |
| FAnimNode_CallFunction | Calls specified user-defined events/functions during anim graph execution |
| FAnimNode_CCDIK | Controller which implements the CCDIK IK approximation algorithm |
| FAnimNode_Constraint | Constraint node to parent or world transform for rotation/translation |
| FAnimNode_CopyBone | Simple controller to copy a bone's transform to another one. |
| FAnimNode_CopyBoneDelta | Simple controller to copy a transform relative to the ref pose to the target bone, instead of the copy bone node which copies the absolute transform |
| FAnimNode_CopyPoseFromMesh | Simple controller to copy a bone's transform to another one. |
| FAnimNode_CurveSource | Supply curves from some external source (e.g. audio) |
| FAnimNode_Fabrik | Controller which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details |
| FAnimNode_HandIKRetargeting | Node to handle re-targeting of Hand IK bone chain. |
| FAnimNode_LayeredBoneBlend | Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets. |
| FAnimNode_LegIK | |
| FAnimNode_LookAt | Simple controller that make a bone to look at the point or another bone |
| FAnimNode_MakeDynamicAdditive | |
| FAnimNode_MeshSpaceRefPose | |
| FAnimNode_Mirror | |
| FAnimNode_Mirror_Standalone | |
| FAnimNode_MirrorBase | |
| FAnimNode_ModifyBone | Simple controller that replaces or adds to the translation/rotation of a single bone. |
| FAnimNode_ModifyCurve | Easy way to modify curve values on a pose |
| FAnimNode_MultiWayBlend | This represents a baked transition. |
| FAnimNode_ObserveBone | Debugging node that displays the current value of a bone in a specific space. |
| FAnimNode_PoseBlendNode | Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. |
| FAnimNode_PoseByName | Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. |
| FAnimNode_PoseDriver | RBF based orientation driver |
| FAnimNode_PoseHandler | Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. |
| FAnimNode_PoseSnapshot | Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot |
| FAnimNode_RandomPlayer | |
| FAnimNode_RefPose | RefPose pose nodes - ref pose or additive RefPose pose. |
| FAnimNode_ResetRoot | |
| FAnimNode_RigidBody | Controller that simulates physics based on the physics asset of the skeletal mesh component |
| FAnimNode_RotateRootBone | |
| FAnimNode_RotationMultiplier | Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone. |
| FAnimNode_RotationOffsetBlendSpace | |
| FAnimNode_RotationOffsetBlendSpaceGraph | Allows multiple animations to be blended between based on input parameters. |
| FAnimNode_ScaleChainLength | Scale the length of a chain of bones. |
| FAnimNode_SequenceEvaluator | Sequence evaluator node that can be used with constant folding. |
| FAnimNode_SequenceEvaluator_Standalone | Sequence evaluator node that can be used standalone (without constant folding) |
| FAnimNode_SequenceEvaluatorBase | Abstract base class. |
| FAnimNode_SkeletalControlBase | |
| FAnimNode_Slot | An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input. |
| FAnimNode_SplineIK | |
| FAnimNode_SpringBone | Simple controller that replaces or adds to the translation/rotation of a single bone. |
| FAnimNode_Sync | |
| FAnimNode_Trail | Trail Controller |
| FAnimNode_TwistCorrectiveNode | This is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve This isn't the twist control node for bone twist |
| FAnimNode_TwoBoneIK | Simple 2 Bone IK Controller. |
| FAnimNode_TwoWayBlend | This represents a baked transition. |
| FAnimPhysBodyDefinition | |
| FAnimPhysBoneRigidBody | Helper mapping a rigid body to a bone reference |
| FAnimPhysConstraintSetup | Constraint setup struct, holds data required to build a physics constraint |
| FAnimPhysLinkedBody | Helper describing a body linked to an optional parent (can be nullptr) |
| FAnimPhysPlanarLimit | |
| FAnimPhysSimSpaceSettings | |
| FAnimPhysSphericalLimit | |
| FAnimSequencerData | |
| FAnimSequencerInstanceProxy | Proxy override for this UAnimInstance-derived class |
| FBlendBoneByChannelEntry | |
| FBlendListBaseReference | |
| FBlendSpacePlayerReference | |
| FBlendSpaceReference | |
| FConstraint | Constraint Set up |
| FIKChain | |
| FIKChainLink | |
| FIKFootPelvisPullDownSolver | |
| FLayeredBoneBlendReference | |
| FLinkedAnimGraphReference | |
| FMirrorAnimNodeReference | |
| FModifyCurveAnimNodeReference | |
| FPerJointTrailSetup | In the future, we might use this for stretch set up as well for now this is unserializable, and transient only |
| FPoseDriverTarget | Information about each target in the PoseDriver |
| FPoseDriverTransform | Translation and rotation for a particular bone at a particular target |
| FPositionHistory | An easing type defining how to ease float values. |
| FRandomAnimPlayData | |
| FRandomPlayerSequenceEntry | The random player node holds a list of sequences and parameter ranges which will be played continuously In a random order. |
| FRBFEntry | Struct storing a particular entry within the RBF |
| FRBFOutputWeight | Struct for storing RBF results - target index and corresponding weight |
| FRBFParams | Parameters used by RBF solver |
| FRBFSolver | Library of Radial Basis Function solver functions |
| FRBFTarget | Data about a particular target in the RBF, including scaling factor |
| FReferenceBoneFrame | Reference Bone Frame |
| FRigidBodyAnimNodeReference | |
| FRootMotionOverride | Optional Override To Specify RootMotion |
| FRotationLimit | |
| FRotationRetargetingInfo | The FRotationRetargetingInfo is used to provide all of the settings required to perform rotational retargeting on a single transform. |
| FSequenceEvaluatorReference | |
| FSequencePlayerReference | |
| FSequencerPlayerAnimSequence | Player type that evaluates a sequence-specified UAnimSequence |
| FSequencerPlayerBase | Base class for all 'players' that can attach to and be blended into a sequencer instance's output |
| FSimSpaceSettings | |
| FSkeletalControlReference | |
| FSplineIKCachedBoneData | Data cached per bone in the chain |
| FWarpingVectorValue | Vector values which may be specified in a configured space. |
Interfaces
| Name | Remarks |
|---|---|
| ISequencerAnimationOverride | |
| ISequencerAnimationSupport |
Enums
Public
| Name | Remarks |
|---|---|
| AnimPhysAngularConstraintType | Supported angular constraint types |
| AnimPhysLinearConstraintType | Supported linear axis constraints |
| AnimPhysSimSpaceType | |
| CopyBoneDeltaMode | |
| EAnimFunctionCallSite | Copyright Epic Games, Inc. All Rights Reserved. |
| EBlendListChildUpdateMode | |
| EBlendListTransitionType | |
| EBoneModificationMode | |
| EConstraintOffsetOption | Enum value to describe how you'd like to maintain offset |
| EDrivenBoneModificationMode | The type of modification to make to the destination component(s) |
| EDrivenDestinationMode | Type of destination value to drive. |
| EEasingFuncType | An easing type defining how to ease float values. |
| EInterpolationBlend::Type | Various ways to interpolate TAlphaBlend. |
| ELayeredBoneBlendMode | |
| EModifyCurveApplyMode | |
| EPoseDriverOutput | Options for what PoseDriver should be driving |
| EPoseDriverSource | Transform aspect used to drive interpolation |
| EPoseDriverType | Deprecated. |
| ERandomDataIndexType | |
| ERBFDistanceMethod | Method for determining distance from input to targets |
| ERBFFunctionType | Function to use for each target falloff |
| ERBFNormalizeMethod | Method to normalize weights |
| ERBFSolverType | The solver type to use. The two solvers have different requirements. |
| ERefPoseType | |
| ERotationComponent | A rotational component. This is used for retargeting, for example. |
| EScaleChainInitialLength | |
| ESequenceEvalReinit::Type | |
| ESimulationSpace | Determines in what space the simulation should run |
| ESimulationTiming | Determines behaviour regarding deferral of simulation tasks. |
| ESnapshotSourceMode | How to access the snapshot |
| ESphericalLimitType | Whether spheres keep bodies inside, or outside of their shape |
| ESplineBoneAxis | The different axes we can align our bones to. |
| ESwapRootBone | |
| EWarpingEvaluationMode | Specifies the evaluation mode of an animation warping node. |
| EWarpingVectorMode | The supported spaces of a corresponding input vector value. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableRigidBodyNode | bool | BoneControllers/AnimNode_RigidBody.h | ||
| CVarDebugBone | TAutoConsoleVariable< FString > | BoneControllers/AnimNode_AnimDynamics.h | ||
| CVarEnableDynamics | TAutoConsoleVariable< int32 > | BoneControllers/AnimNode_AnimDynamics.h | ||
| CVarEnableRigidBodyNode | FAutoConsoleVariableRef | BoneControllers/AnimNode_RigidBody.h | ||
| CVarEnableRigidBodyNodeSimulation | TAutoConsoleVariable< int32 > | BoneControllers/AnimNode_RigidBody.h | ||
| CVarEnableWind | TAutoConsoleVariable< int32 > | BoneControllers/AnimNode_AnimDynamics.h | ||
| CVarLODThreshold | TAutoConsoleVariable< int32 > | BoneControllers/AnimNode_AnimDynamics.h | ||
| CVarRigidBodyLODThreshold | TAutoConsoleVariable< int32 > | BoneControllers/AnimNode_RigidBody.h | ||
| CVarShowDebug | TAutoConsoleVariable< int32 > | BoneControllers/AnimNode_AnimDynamics.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVector CommonAnimationLibrary::RetargetSingleLocation
(
FVector Location, |
This function performs retargeting of translation using an easing function. | CommonAnimationLibrary.h | |
FQuat CommonAnimationLibrary::RetargetSingleRotation
(
const FQuat& Rotation, |
This function performs retargeting of rotation using an easing function. | CommonAnimationLibrary.h | |
float CommonAnimationLibrary::ScalarEasing
(
float Value, |
This function perform easing on a float value using a variety of easing types. | CommonAnimationLibrary.h | |
FTransform ConvertCSTransformToSimSpace
(
ESimulationSpace Space, |
BoneControllers/AnimNode_RigidBody.h | ||
FTransform SpaceToWorldTransform
(
ESimulationSpace Space, |
BoneControllers/AnimNode_RigidBody.h | ||
FVector WorldPositionToSpace
(
ESimulationSpace Space, |
BoneControllers/AnimNode_RigidBody.h | ||
FVector WorldVectorToSpaceNoScale
(
ESimulationSpace Space, |
BoneControllers/AnimNode_RigidBody.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static double RBFDistanceMetric::ArcLength
(
const FVector& A, |
Returns the arc length between two unit vectors (i.e. the distance between two points on a unit sphere, traveling along the surface of the sphere) | RBF/RBFInterpolator.h | |
static double RBFDistanceMetric::ArcLength
(
const FRotator& A, |
Returns the arc-length distance, on a unit sphere, between two rotation vectors. | RBF/RBFInterpolator.h | |
static double RBFDistanceMetric::ArcLength
(
const FQuat& A, |
Returns the arc-length distance, on a unit sphere, between two quaternions. | RBF/RBFInterpolator.h | |
static double RBFDistanceMetric::Euclidean
(
const FVector& A, |
Returns the Euclidean (L2) distance between two coordinate vectors. | RBF/RBFInterpolator.h | |
static double RBFDistanceMetric::Euclidean
(
const FRotator& A, |
Returns a straight-up Euclidean distance between two rotation values expressed in radians. | RBF/RBFInterpolator.h | |
static double RBFDistanceMetric::Euclidean
(
const FQuat& A, |
Returns the Euclidean (L2) distance between two quaternion values expressed. | RBF/RBFInterpolator.h | |
static double RBFDistanceMetric::Manhattan
(
const FVector& A, |
Returns the Manhattan (L1), or Taxi-cab distance between two coordinate vectors. | RBF/RBFInterpolator.h | |
static double RBFDistanceMetric::SwingAngle
(
const FQuat& A, |
Returns the swing arc length distance between two quaternions, using a specific twist basis vector as reference. | RBF/RBFInterpolator.h | |
static double RBFDistanceMetric::TwistAngle
(
const FQuat& A, |
Returns the twist arc length distance between two quaternions, using a specific twist basis vector as reference. | RBF/RBFInterpolator.h | |
static float RBFKernel::Cubic
(
float Value, |
A cubic falloff, with identical clamping behavior to the linear falloff, but with a smooth peak | RBF/RBFInterpolator.h | |
static float RBFKernel::Exponential
(
float Value, |
An exponential falloff with a sharp peak | RBF/RBFInterpolator.h | |
static float RBFKernel::Gaussian
(
float Value, |
A gaussian falloff | RBF/RBFInterpolator.h | |
static float RBFKernel::Linear
(
float Value, |
A simple linear falloff, clamping at zero out when the norm of Value exceeds Sigma | RBF/RBFInterpolator.h | |
static float RBFKernel::Quintic
(
float Value, |
A quintic falloff, with identical clamping behavior to the linear falloff, but with a flatter peak than cubic | RBF/RBFInterpolator.h |