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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_RotationMultiplier
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_RotationMultiplier.h |
Include | #include "BoneControllers/AnimNode_RotationMultiplier.h" |
Syntax
struct FAnimNode_RotationMultiplier : public FAnimNode_SkeletalControlBase
Remarks
Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.
Variables
Type | Name | Description | |
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bool | bIsAdditive | |
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float | Multiplier | To make these to be easily pin-hookable, I'm not making it struct, but each variable 0.f is invalid, and default |
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TEnumAsByte< EBoneAxis > | RotationAxisToRefer | |
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FBoneReference | SourceBone | Source to get transform from |
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FBoneReference | TargetBone | Name of bone to control. This is the main bone chain to modify from. |
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. |