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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_AnimDynamics
- FAnimNode_ApplyLimits
- FAnimNode_BoneDrivenController
- FAnimNode_CCDIK
- FAnimNode_Constraint
- FAnimNode_CopyBone
- FAnimNode_CopyBoneDelta
- FAnimNode_Fabrik
- FAnimNode_FootPlacement
- FAnimNode_HandIKRetargeting
- FAnimNode_LegIK
- FAnimNode_LookAt
- FAnimNode_ModifyBone
- FAnimNode_ObserveBone
- FAnimNode_OffsetRootBone
- FAnimNode_OrientationWarping
- FAnimNode_ResetRoot
- FAnimNode_RigidBody
- FAnimNode_RotationMultiplier
- FAnimNode_SlopeWarping
- FAnimNode_SplineIK
- FAnimNode_SpringBone
- FAnimNode_StageCoachWheelController
- FAnimNode_StrideWarping
- FAnimNode_Trail
- FAnimNode_TwistCorrectiveNode
- FAnimNode_TwoBoneIK
- FAnimNode_WheelController
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h |
Include | #include "BoneControllers/AnimNode_SkeletalControlBase.h" |
Syntax
struct FAnimNode_SkeletalControlBase : public FAnimNode_Base
Variables
Type | Name | Description | |
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float | ActualAlpha | |
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float | Alpha | Current strength of the skeletal control. |
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FInputAlphaBoolBlend | AlphaBoolBlend | |
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FName | AlphaCurveName | |
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EAnimAlphaInputType | AlphaInputType | |
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FInputScaleBias | AlphaScaleBias | |
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FInputScaleBiasClamp | AlphaScaleBiasClamp | |
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bool | bAlphaBoolEnabled | |
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FComponentSpacePoseLink | ComponentPose | Input link. |
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FCSPose< FCompactHeapPose > | ForwardedPose | Forwarded pose data from the wired node which current node's skeletal control is not applied yet |
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int32 | LODThreshold | Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AddBoneRefMissingVisualWarning
(
const FString& BoneName, |
Visual warnings are shown on the node but not logged as an error for build system, use with care The warnigns are cleared at CacheBones_AnyThread and should be added during InitializeBoneReferences |
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void | AddDebugNodeData
(
FString& OutDebugData |
Allow base to add info to the node debug output |
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void | AddValidationVisualWarning
(
FText ValidationVisualWarning |
|
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void | ||
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void | Evaluate incoming component pose. | |
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void | EvaluateComponentSpaceInternal
(
FComponentSpacePoseContext& Context |
Use this function to evaluate for skeletal control base |
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void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. |
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float | GetAlpha () |
Get the alpha of this node. |
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FText | ||
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bool | ||
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void | InitializeAndValidateBoneRef
(
FBoneReference& BoneRef, |
|
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void | InitializeBoneReferences
(
const FBoneContainer& RequiredBones |
Initialize any bone references you have |
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bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate |
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void | SetAlpha
(
float InAlpha |
Set the alpha of this node. |
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void | UpdateComponentPose_AnyThread
(
const FAnimationUpdateContext& Context |
Update incoming component pose. |
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void | UpdateInternal
(
const FAnimationUpdateContext& Context |
Interface for derived skeletal controls to implement use this function to update for skeletal control base |
Overridden from FAnimNode_Base
Type | Name | Description | |
---|---|---|---|
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void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
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void | Called to evaluate component-space bone transforms according to the weights set up in Update(). | |
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int32 | Get the LOD threshold at which this node is enabled. | |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
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void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |