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Simple controller to copy a bone's transform to another one.
| Name | FAnimNode_CopyPoseFromMesh |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.h |
| Include Path | #include "AnimNodes/AnimNode_CopyPoseFromMesh.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_CopyPoseFromMesh : public FAnimNode_Base
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_CopyPoseFromMesh
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_CopyPoseFromMesh() |
AnimNodes/AnimNode_CopyPoseFromMesh.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCopyCurves | uint8 | Copy curves also from SouceMeshComponent. | AnimNodes/AnimNode_CopyPoseFromMesh.h |
|
| bCopyCustomAttributes | bool | Copy custom attributes (animation attributes) from SourceMeshComponent | AnimNodes/AnimNode_CopyPoseFromMesh.h |
|
| bUseAttachedParent | uint8 | If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source | AnimNodes/AnimNode_CopyPoseFromMesh.h |
|
| bUseMeshPose | uint8 | Use root space transform to copy to the target pose. | AnimNodes/AnimNode_CopyPoseFromMesh.h |
|
| RootBoneToCopy | FName | If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively) | AnimNodes/AnimNode_CopyPoseFromMesh.h |
|
| SourceMeshComponent | TWeakObjectPtr< USkeletalMeshComponent > | This is used by default if it's valid | AnimNodes/AnimNode_CopyPoseFromMesh.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneMapToSource | TMap< int32, int32 > | Cache of target space bases to source space bases | AnimNodes/AnimNode_CopyPoseFromMesh.h | |
| CurrentlyUsedMesh | TWeakObjectPtr< USkeletalMesh > | AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
| CurrentlyUsedSourceMesh | TWeakObjectPtr< USkeletalMesh > | AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
| CurrentlyUsedSourceMeshComponent | TWeakObjectPtr< USkeletalMeshComponent > | This is source mesh references, so that we could compare and see if it has changed | AnimNodes/AnimNode_CopyPoseFromMesh.h | |
| CurrentlyUsedTargetMesh | TWeakObjectPtr< USkeletalMesh > | Target mesh | AnimNodes/AnimNode_CopyPoseFromMesh.h | |
| SourceBoneToTarget | TMap< int32, int32 > | AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
| SourceCurves | FBlendedHeapCurve | Cached curves, copied on the game thread. | AnimNodes/AnimNode_CopyPoseFromMesh.h | |
| SourceCustomAttributes | UE::Anim::FMeshAttributeContainer | Cached attributes, copied on the game thread. | AnimNodes/AnimNode_CopyPoseFromMesh.h | |
| SourceMeshTransformArray | TArray< FTransform > | Cached transforms, copied on the game thread. | AnimNodes/AnimNode_CopyPoseFromMesh.h |
Functions
Public
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
virtual bool HasPreUpdate() |
AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
virtual void PreUpdate
(
const UAnimInstance* InAnimInstance |
AnimNodes/AnimNode_CopyPoseFromMesh.h | ||
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
AnimNodes/AnimNode_CopyPoseFromMesh.h |