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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers > FAnimNode_SkeletalControlBase
- FAnimNode_SkeletalControlBase::EvaluateSkeletalControl_AnyThread()
- FAnimNode_AnimDynamics::EvaluateSkeletalControl_AnyThread()
- FAnimNode_ApplyLimits::EvaluateSkeletalControl_AnyThread()
- FAnimNode_BoneDrivenController::EvaluateSkeletalControl_AnyThread()
- FAnimNode_CCDIK::EvaluateSkeletalControl_AnyThread()
- FAnimNode_Constraint::EvaluateSkeletalControl_AnyThread()
- FAnimNode_CopyBone::EvaluateSkeletalControl_AnyThread()
- FAnimNode_CopyBoneDelta::EvaluateSkeletalControl_AnyThread()
- FAnimNode_Fabrik::EvaluateSkeletalControl_AnyThread()
- FAnimNode_HandIKRetargeting::EvaluateSkeletalControl_AnyThread()
- FAnimNode_LegIK::EvaluateSkeletalControl_AnyThread()
- FAnimNode_LookAt::EvaluateSkeletalControl_AnyThread()
- FAnimNode_ModifyBone::EvaluateSkeletalControl_AnyThread()
- FAnimNode_ObserveBone::EvaluateSkeletalControl_AnyThread()
- FAnimNode_ResetRoot::EvaluateSkeletalControl_AnyThread()
- FAnimNode_RigidBody::EvaluateSkeletalControl_AnyThread()
- FAnimNode_RotationMultiplier::EvaluateSkeletalControl_AnyThread()
- FAnimNode_SplineIK::EvaluateSkeletalControl_AnyThread()
- FAnimNode_SpringBone::EvaluateSkeletalControl_AnyThread()
- FAnimNode_Trail::EvaluateSkeletalControl_AnyThread()
- FAnimNode_TwoBoneIK::EvaluateSkeletalControl_AnyThread()
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h |
Include | #include "BoneControllers/AnimNode_SkeletalControlBase.h" |
Source | /Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_SkeletalControlBase.cpp |
virtual void EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext & Output,
TArray< FBoneTransform > & OutBoneTransforms
)
Remarks
Evaluate the new component-space transforms for the affected bones.