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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_BoneDrivenController
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h |
Include | #include "BoneControllers/AnimNode_BoneDrivenController.h" |
Syntax
struct FAnimNode_BoneDrivenController : public FAnimNode_SkeletalControlBase
Remarks
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)
Variables
Type | Name | Description | |
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uint8: 1 | bAffectTargetRotationX | Affect the X component of rotation on the target bone. |
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uint8: 1 | bAffectTargetRotationY | Affect the Y component of rotation on the target bone. |
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uint8: 1 | bAffectTargetRotationZ | Affect the Z component of rotation on the target bone. |
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uint8: 1 | bAffectTargetScaleX | Affect the X component of scale on the target bone. |
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uint8: 1 | bAffectTargetScaleY | Affect the Y component of scale on the target bone. |
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uint8: 1 | bAffectTargetScaleZ | Affect the Z component of scale on the target bone. |
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uint8: 1 | bAffectTargetTranslationX | Affect the X component of translation on the target bone. |
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uint8: 1 | bAffectTargetTranslationY | Affect the Y component of translation on the target bone. |
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uint8: 1 | bAffectTargetTranslationZ | Affect the Z component of translation on the target bone. |
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uint8: 1 | bUseRange | Whether or not to clamp the driver value and remap it before scaling it. |
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EDrivenDestinationMode | DestinationMode | Type of destination to drive, currently either bone or morph target. |
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TObjectPtr< UCurveFloat > | DrivingCurve | Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used) |
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EDrivenBoneModificationMode | ModificationMode | The type of modification to make to the destination component(s) |
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float | Multiplier | Multiplier to apply to the input value (Note: Ignored when a curve is used) |
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FName | ParameterName | Name of Morph Target to drive using the source attribute |
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double | RangeMax | Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range) If this is rotation, the unit is radian |
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double | RangeMin | Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range) If this is rotation, the unit is radian |
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double | RemappedMax | Maximum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian |
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double | RemappedMin | Minimum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian |
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FBoneReference | SourceBone | Bone to use as controller input. |
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TEnumAsByte< EComponentType::Type > | SourceComponent | Transform component to use as input. |
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FBoneReference | TargetBone | Bone to drive using controller input. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | Upgrade a node from the output enum to the output bits (change made in FAnimationCustomVersion::BoneDrivenControllerMatchingMaya) | |
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const double | ExtractSourceValue
(
const FTransform& InCurrentBoneTransform, |
Extracts the value used to drive the target bone or parameter |
Overridden from FAnimNode_SkeletalControlBase
Type | Name | Description | |
---|---|---|---|
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void | EvaluateComponentSpaceInternal
(
FComponentSpacePoseContext& Context |
Use this function to evaluate for skeletal control base |
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void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. |
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void | InitializeBoneReferences
(
const FBoneContainer& RequiredBones |
Initialize any bone references you have |
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bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate |
Overridden from FAnimNode_Base
Type | Name | Description | |
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void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |