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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_Constraint
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h |
Include | #include "BoneControllers/AnimNode_Constraint.h" |
Syntax
struct FAnimNode_Constraint : public FAnimNode_SkeletalControlBase
Remarks
Constraint node to parent or world transform for rotation/translation
Variables
Type | Name | Description | |
---|---|---|---|
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FBoneReference | BoneToModify | Name of bone to control. This is the main bone chain to modify from. |
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TArray< FConstraint > | ConstraintSetup | List of constraints |
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TArray< float > | ConstraintWeights | Weight data - post edit syncs up to ConstraintSetups |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | ConditionalDebugDraw
(
FPrimitiveDrawInterface* PDI, |
Overridden from FAnimNode_SkeletalControlBase
Type | Name | Description | |
---|---|---|---|
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void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. |
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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. |