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