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API > API/Runtime > API/Runtime/AnimGraphRuntime > API/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
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_Trail : public FAnimNode_SkeletalControlBase
Remarks
Trail Controller
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bActorSpaceFakeVel | Whether 'fake' velocity should be applied in actor or world space. | |
| FBoneReference | BaseJoint | Base Joint to calculate velocity from. If none, it will use Component's World Transform. . | |
| uint8: 1 | bEditorDebugEnabled | This is used by selection node. Use this transient flag. | |
| uint8: 1 | bEnableDebug | Enable Debug in the PIE. This doesn't work in game | |
| uint8: 1 | bHadValidStrength | Did we have a non-zero ControlStrength last frame. | |
| uint8: 1 | bInvertChainBoneAxis | Invert the direction specified in ChainBoneAxis. | |
| uint8: 1 | bLimitRotation | Limit the amount that a bone can stretch from its ref-pose length. | |
| uint8: 1 | bLimitStretch | Limit the amount that a bone can stretch from its ref-pose length. | |
| uint8: 1 | bReorientParentToChild | Fix up rotation to face child for the parent | |
| uint8: 1 | bShowBaseMotion | Show Base Motion | |
| uint8: 1 | bShowLimit | Show Planar Limits | |
| uint8: 1 | bShowTrailLocation | Show Trail Location | |
| uint8: 1 | bUsePlanarLimit | Whether to evaluate planar limits | |
| TEnumAsByte< EAxis::Type > | ChainBoneAxis | Axis of the bones to point along trail. | |
| int32 | ChainLength | Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2. | |
| float | DebugLifeTime | Debug Life Time | |
| FVector | FakeVelocity | 'Fake' velocity applied to bones. | |
| float | LastBoneRotationAnimAlphaBlend | How to set last bone rotation. | |
| float | MaxDeltaTime | To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. | |
| FTransform | OldBaseTransform | LocalToWorld used last frame, used for building transform between frames. | |
| TArray< FPerJointTrailSetup > | PerJointTrailData | Per Joint Trail Set up | |
| TArray< FAnimPhysPlanarLimit > | PlanarLimits | List of available planar limits for this node | |
| TArray< FColor > | PlaneDebugColors | ||
| float | RelaxationSpeedScale | ||
| FInputScaleBiasClamp | RelaxationSpeedScaleInputProcessor | ||
| TArray< FRotationLimit > | RotationLimits | ||
| TArray< FVector > | RotationOffsets | ||
| float | StretchLimit | If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose. | |
| float | ThisTimstep | Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms. | |
| FBoneReference | TrailBone | Reference to the active bone in the hierarchy to modify. | |
| TArray< FVector > | TrailBoneLocations | Component-space locations of the bones from last frame. | |
| TArray< FColor > | TrailDebugColors | Debug transient data to draw debug better | |
| FRuntimeFloatCurve | TrailRelaxationSpeed | How quickly we 'relax' the bones to their animated positions. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | GatherDebugData
(
FNodeDebugData& DebugData |
||
| void | PostLoad () |
Overridden from FAnimNode_SkeletalControlBase
| Type | Name | Description | |
|---|---|---|---|
| void | EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
||
| bool | IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate | |
| void | UpdateInternal
(
const FAnimationUpdateContext& Context |
Interface for derived skeletal controls to implement use this function to update for skeletal control base |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| float | TrailBoneRotationBlendAlpha_DEPRECATED | ||
| float | TrailRelaxation_DEPRECATED | How quickly we 'relax' the bones to their animated positions. |