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API > API/Runtime > API/Runtime/AnimGraphRuntime > API/Runtime/AnimGraphRuntime/AnimNodes
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_CopyPoseFromMesh
References
| Module | AnimGraphRuntime |
| Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.h |
| Include | #include "AnimNodes/AnimNode_CopyPoseFromMesh.h" |
Syntax
struct FAnimNode_CopyPoseFromMesh : public FAnimNode_Base
Remarks
Simple controller to copy a bone's transform to another one.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bCopyCurves | Copy curves also from SouceMeshComponent. | |
| bool | bCopyCustomAttributes | Copy custom attributes from SouceMeshComponent | |
| uint8: 1 | bUseAttachedParent | If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source | |
| uint8: 1 | bUseMeshPose | Use root space transform to copy to the target pose. | |
| FName | RootBoneToCopy | If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively) | |
| TWeakObjectPtr< USkeletalMeshComponent > | SourceMeshComponent | This is used by default if it's valid |
Constructors
| Type | Name | Description | |
|---|---|---|---|
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. | |
| 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. |