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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_SplineIK
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h |
Include | #include "BoneControllers/AnimNode_SplineIK.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_SplineIK : public FAnimNode_SkeletalControlBase
Variables
Type | Name | Description | |
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bool | bAutoCalculateSpline | The number of points in the spline if we are specifying it directly |
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ESplineBoneAxis | BoneAxis | Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve. |
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TArray< FTransform > | ControlPoints | Transforms applied to spline points |
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FBoneReference | EndBone | Name of bone at the end of the spline chain. |
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float | Offset | The distance along the spline from the start from which bones are constrained |
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int32 | PointCount | The number of points in the spline if we are not auto-calculating |
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float | Roll | Overall roll of the spline, applied on top of other rotations along the direction of the spline |
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FBoneReference | StartBone | Name of root bone from which the spline extends |
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float | Stretch | The maximum stretch allowed when fitting bones to the spline. |
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FAlphaBlend | TwistBlend | How to interpolate twist along the length of the spline |
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float | TwistEnd | The twist of the end bone. Twist is interpolated along the spline according to Twist Blend. |
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float | TwistStart | The twist of the start bone. Twist is interpolated along the spline according to Twist Blend. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | BuildBoneSpline
(
const FReferenceSkeleton& RefSkeleton |
Build spline from reference pose |
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float | FindParamAtFirstSphereIntersection
(
const FVector& InOrigin, |
Use our linear approximation to determine the earliest intersection with a sphere |
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void | GatherBoneReferences
(
const FReferenceSkeleton& RefSkeleton |
Build bone references & reallocate transforms from the supplied ref skeleton |
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void | GatherDebugData
(
FNodeDebugData& DebugData |
|
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FTransform | GetControlPoint
(
int32 TransformIndex |
Get specified handle transform (in component space) for the spline |
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int32 | Get the number of spline transforms we are using | |
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const FSplineCurves & | Read-only access to spline curves | |
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const FSplineCurves & | Read-only access to transformed curves | |
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FTransform | GetTransformedSplinePoint
(
int32 TransformIndex |
Get transformed spline point (in component space) for the spline |
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bool | ||
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void | OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
|
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void | SetControlPoint
(
int32 TransformIndex, |
Set specified handle transform (in component space) for the spline |
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void | SetControlPointLocation
(
int32 TransformIndex, |
Set specified handle location (in component space) for the spline |
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void | SetControlPointRotation
(
int32 TransformIndex, |
Set specified handle rotation (in component space) for the spline |
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void | SetControlPointScale
(
int32 TransformIndex, |
Set specified handle scale (in component space) for the spline |
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void | Transform the spline using our control points |
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 |