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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_CopyBone
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h |
Include | #include "BoneControllers/AnimNode_CopyBone.h" |
Syntax
struct FAnimNode_CopyBone : public FAnimNode_SkeletalControlBase
Remarks
Simple controller to copy a bone's transform to another one.
Variables
Type | Name | Description | |
---|---|---|---|
bool | bCopyRotation | If Rotation should be copied | |
bool | bCopyScale | If Scale should be copied | |
bool | bCopyTranslation | If Translation should be copied | |
TEnumAsByte< EBoneControlSpace > | ControlSpace | Space to convert transforms into prior to copying components | |
FBoneReference | SourceBone | Source Bone Name to get transform from | |
FBoneReference | TargetBone | Name of bone to control. This is the main bone chain to modify from. |
Constructors
Type | Name | Description | |
---|---|---|---|
Overridden from FAnimNode_SkeletalControlBase
Type | Name | Description | |
---|---|---|---|
void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. | |
bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate |
Overridden from FAnimNode_Base
Type | Name | Description | |
---|---|---|---|
void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |