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 | |
|---|---|---|---|
| TArray< FCompactPoseBoneIndex > | RootChildren |
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. | |
| 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. | ||
| void | OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
Called once, from game thread as the parent anim instance is created |