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Unreal Engine C++ API Reference > Runtime > AnimGraphRuntime > BoneControllers
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_SkeletalControlBase
- FAnimNode_Trail
References
Module | AnimGraphRuntime |
Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h |
Include | #include "BoneControllers/AnimNode_Trail.h" |
Syntax
struct FAnimNode_Trail : public FAnimNode_SkeletalControlBase
Remarks
Trail Controller
Variables
Type | Name | Description | |
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uint8: 1 | bActorSpaceFakeVel | Whether 'fake' velocity should be applied in actor or world space. |
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FBoneReference | BaseJoint | Base Joint to calculate velocity from. If none, it will use Component's World Transform. . |
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uint8: 1 | bEditorDebugEnabled | This is used by selection node. Use this transient flag. |
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uint8: 1 | bEnableDebug | Enable Debug in the PIE. This doesn't work in game |
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uint8: 1 | bHadValidStrength | Did we have a non-zero ControlStrength last frame. |
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uint8: 1 | bInvertChainBoneAxis | Invert the direction specified in ChainBoneAxis. |
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uint8: 1 | bLimitRotation | Limit the amount that a bone can stretch from its ref-pose length. |
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uint8: 1 | bLimitStretch | Limit the amount that a bone can stretch from its ref-pose length. |
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uint8: 1 | bReorientParentToChild | Fix up rotation to face child for the parent |
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uint8: 1 | bShowBaseMotion | Show Base Motion |
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uint8: 1 | bShowLimit | Show Planar Limits |
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uint8: 1 | bShowTrailLocation | Show Trail Location |
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uint8: 1 | bUsePlanarLimit | Whether to evaluate planar limits |
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TEnumAsByte< EAxis::Type > | ChainBoneAxis | Axis of the bones to point along trail. |
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int32 | ChainLength | Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2. |
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float | DebugLifeTime | Debug Life Time |
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FVector | FakeVelocity | 'Fake' velocity applied to bones. |
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float | LastBoneRotationAnimAlphaBlend | How to set last bone rotation. |
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float | MaxDeltaTime | To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. |
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FTransform | OldBaseTransform | LocalToWorld used last frame, used for building transform between frames. |
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TArray< FPerJointTrailSetup > | PerJointTrailData | Per Joint Trail Set up |
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TArray< FAnimPhysPlanarLimit > | PlanarLimits | List of available planar limits for this node |
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TArray< FColor > | PlaneDebugColors | |
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float | RelaxationSpeedScale | |
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FInputScaleBiasClamp | RelaxationSpeedScaleInputProcessor | |
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TArray< FRotationLimit > | RotationLimits | |
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TArray< FVector > | RotationOffsets | |
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float | StretchLimit | If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose. |
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float | ThisTimstep | Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms. |
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FBoneReference | TrailBone | Reference to the active bone in the hierarchy to modify. |
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TArray< FVector > | TrailBoneLocations | Component-space locations of the bones from last frame. |
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TArray< FColor > | TrailDebugColors | Debug transient data to draw debug better |
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FRuntimeFloatCurve | TrailRelaxationSpeed | How quickly we 'relax' the bones to their animated positions. |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | ||
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void | PostLoad () |
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 |
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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 | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
Deprecated Variables
Type | Name | Description | |
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float | TrailBoneRotationBlendAlpha_DEPRECATED | |
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float | TrailRelaxation_DEPRECATED | How quickly we 'relax' the bones to their animated positions. |