Navigation
Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime
Classes
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
FAngularRangeLimit | ||
![]() |
FAnimConstraintOffsetPair | ||
![]() ![]() |
FAnimLegIKData | Runtime foot data after validation, we guarantee these bones to exist | |
![]() ![]() |
FAnimLegIKDefinition | Per foot definitions | |
![]() ![]() ![]() |
FAnimNode_AnimDynamics | ||
![]() ![]() ![]() |
FAnimNode_ApplyLimits | ||
![]() ![]() |
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_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_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_LegIK | ||
![]() ![]() ![]() |
FAnimNode_LookAt | Simple controller that make a bone to look at the point or another bone | |
![]() ![]() ![]() |
FAnimNode_ModifyBone | Simple controller that replaces or adds to the translation/rotation of a single bone. | |
![]() ![]() |
FAnimNode_ObserveBone | Debugging node that displays the current value of a bone in a specific space. | |
![]() ![]() ![]() |
FAnimNode_ResetRoot | ||
![]() ![]() |
FAnimNode_RigidBody | Controller that simulates physics based on the physics asset of the skeletal mesh component | |
![]() ![]() ![]() |
FAnimNode_RotationMultiplier | Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone. | |
![]() ![]() ![]() |
FAnimNode_ScaleChainLength | Scale the length of a chain of bones. | |
![]() ![]() ![]() |
FAnimNode_SkeletalControlBase | ||
![]() ![]() ![]() |
FAnimNode_SplineIK | ||
![]() ![]() ![]() |
FAnimNode_SpringBone | Simple controller that replaces or adds to the translation/rotation of a single bone. | |
![]() ![]() ![]() |
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. | |
![]() ![]() |
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 | ||
![]() ![]() |
FAnimPhysSphericalLimit | ||
![]() ![]() |
FConstraint | Constraint Set up | |
![]() ![]() |
FIKChain | ||
![]() ![]() |
FIKChainLink | ||
![]() ![]() ![]() |
FIKFootPelvisPullDownSolver | ||
![]() |
FPerJointTrailSetup | In the future, we might use this for stretch set up as well for now this is unserializable, and transient only | |
![]() ![]() |
FReferenceBoneFrame | Reference Bone Frame | |
![]() ![]() ![]() |
FRigidBodyAnimNodeReference | ||
![]() ![]() |
FRotationLimit | ||
![]() ![]() ![]() |
FSimSpaceSettings | ||
![]() ![]() |
FSplineIKCachedBoneData | Data cached per bone in the chain | |
![]() ![]() ![]() |
FWarpingVectorValue | Vector values which may be specified in a configured space. | |
![]() ![]() ![]() ![]() |
UAnimNodeRigidBodyLibrary | Exposes operations to be performed on a rigid body anim node. |
Enums
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
AnimPhysAngularConstraintType | Supported angular constraint types | |
![]() ![]() |
AnimPhysLinearConstraintType | Supported linear axis constraints | |
![]() ![]() ![]() |
AnimPhysSimSpaceType | ||
![]() ![]() |
CopyBoneDeltaMode | ||
![]() ![]() ![]() |
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. | |
![]() ![]() |
EInterpolationBlend::Type | Various ways to interpolate TAlphaBlend. | |
![]() ![]() ![]() |
EScaleChainInitialLength | ||
![]() ![]() |
ESimulationSpace | Determines in what space the simulation should run | |
![]() ![]() |
ESimulationTiming | Determines behaviour regarding deferral of simulation tasks. | |
![]() ![]() |
ESphericalLimitType | Whether spheres keep bodies inside, or outside of their shape | |
![]() ![]() |
ESplineBoneAxis | The different axes we can align our bones to. | |
![]() ![]() ![]() |
EWarpingEvaluationMode | Specifies the evaluation mode of an animation warping node. | |
![]() ![]() ![]() |
EWarpingVectorMode | The supported spaces of a corresponding input vector value. |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
FORCEINLINE_DEBUGGABLE FTransform | ConvertCSTransformToSimSpace
(
ESimulationSpace Space, |
|
![]() |
FORCEINLINE_DEBUGGABLE FTransform | SpaceToWorldTransform
(
ESimulationSpace Space, |
|
![]() |
FORCEINLINE_DEBUGGABLE FVector | WorldPositionToSpace
(
ESimulationSpace Space, |
|
![]() |
FORCEINLINE_DEBUGGABLE FVector | WorldVectorToSpaceNoScale
(
ESimulationSpace Space, |
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
bool | bEnableRigidBodyNode | |
![]() |
TAutoConsoleVariable< int32 > | CVarEnableDynamics | |
![]() |
FAutoConsoleVariableRef | CVarEnableRigidBodyNode | |
![]() |
TAutoConsoleVariable< int32 > | CVarEnableRigidBodyNodeSimulation | |
![]() |
TAutoConsoleVariable< int32 > | CVarEnableWind | |
![]() |
TAutoConsoleVariable< int32 > | CVarLODThreshold | |
![]() |
TAutoConsoleVariable< int32 > | CVarRigidBodyLODThreshold |