Navigation
API > API/Runtime > API/Runtime/AnimGraphRuntime > API/Runtime/AnimGraphRuntime/BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_ResetRoot
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h |
Include | #include "BoneControllers/AnimNode_ResetRoot.h" |
Syntax
struct FAnimNode_ResetRoot : public FAnimNode_SkeletalControlBase
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FCompactPoseBoneIndex > | RootChildren |
Constructors
Type | Name | Description | |
---|---|---|---|
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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. |
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bool | For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. | |
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void | OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
Called once, from game thread as the parent anim instance is created |