Navigation
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
USTRUCT (BlueprintInternalUseOnly)
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 (animation attributes) from SourceMeshComponent | |
| 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 | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
||
| void | Evaluate_AnyThread
(
FPoseContext& Output |
||
| void | GatherDebugData
(
FNodeDebugData& DebugData |
||
| bool | HasPreUpdate () |
||
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
||
| void | PreUpdate
(
const UAnimInstance* InAnimInstance |
||
| void | Update_AnyThread
(
const FAnimationUpdateContext& Context |