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| Name | FAnimNode_SkeletalControlBase |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h |
| Include Path | #include "BoneControllers/AnimNode_SkeletalControlBase.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_SkeletalControlBase : public FAnimNode_Base
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_SkeletalControlBase
Derived Classes
FAnimNode_SkeletalControlBase derived class hierarchy
- FAnimNode_AnimDynamics
- FAnimNode_ApplyLimits
- FAnimNode_BoneDrivenController
- FAnimNode_CCDIK
- FAnimNode_Constraint
- FAnimNode_CopyBone
- FAnimNode_CopyBoneDelta
- FAnimNode_EvaluationNotifies
- FAnimNode_Fabrik
- FAnimNode_FootPlacement
- FAnimNode_HandIKRetargeting
- FAnimNode_LegIK
- FAnimNode_LookAt
- FAnimNode_ModifyBone
- FAnimNode_ModularVehicleController
- FAnimNode_ObserveBone
- FAnimNode_OrientationWarping
- FAnimNode_ResetRoot
- FAnimNode_RigidBody
- FAnimNode_RotationMultiplier
- FAnimNode_SlopeWarping
- FAnimNode_SplineIK
- FAnimNode_SpringBone
- FAnimNode_StageCoachWheelController
- FAnimNode_Steering
- FAnimNode_StrideWarping
- FAnimNode_Trail
- FAnimNode_TwistCorrectiveNode
- FAnimNode_TwoBoneIK
- FAnimNode_WheelController
- FAnimNode_RigidBodyWithControl
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_SkeletalControlBase() |
BoneControllers/AnimNode_SkeletalControlBase.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FAnimNode_SkeletalControlBase() |
BoneControllers/AnimNode_SkeletalControlBase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActualAlpha | float | BoneControllers/AnimNode_SkeletalControlBase.h |
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| Alpha | float | Current strength of the skeletal control. | BoneControllers/AnimNode_SkeletalControlBase.h |
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| AlphaBoolBlend | FInputAlphaBoolBlend | BoneControllers/AnimNode_SkeletalControlBase.h |
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| AlphaCurveName | FName | BoneControllers/AnimNode_SkeletalControlBase.h |
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| AlphaInputType | EAnimAlphaInputType | BoneControllers/AnimNode_SkeletalControlBase.h |
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| AlphaScaleBias | FInputScaleBias | BoneControllers/AnimNode_SkeletalControlBase.h |
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| AlphaScaleBiasClamp | FInputScaleBiasClamp | BoneControllers/AnimNode_SkeletalControlBase.h |
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| bAlphaBoolEnabled | bool | BoneControllers/AnimNode_SkeletalControlBase.h |
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| ComponentPose | FComponentSpacePoseLink | Input link. | BoneControllers/AnimNode_SkeletalControlBase.h |
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| ForwardedPose | FCSPose< FCompactHeapPose > | Forwarded pose data from the wired node which current node's skeletal control is not applied yet | BoneControllers/AnimNode_SkeletalControlBase.h | |
| LODThreshold | int32 | Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited | BoneControllers/AnimNode_SkeletalControlBase.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneTransforms | TArray< FBoneTransform > | Resused bone transform array to avoid reallocating in skeletal controls. | BoneControllers/AnimNode_SkeletalControlBase.h | |
| ValidationVisualWarningMessage | FText | BoneControllers/AnimNode_SkeletalControlBase.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddBoneRefMissingVisualWarning
(
const FString& BoneName, |
Visual warnings are shown on the node but not logged as an error for build system, use with care The warnigns are cleared at CacheBones_AnyThread and should be added during InitializeBoneReferences | BoneControllers/AnimNode_SkeletalControlBase.h | |
void AddValidationVisualWarning
(
FText ValidationVisualWarning |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
void ClearValidationVisualWarnings() |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
float GetAlpha() |
Get the alpha of this node. | BoneControllers/AnimNode_SkeletalControlBase.h | |
FText GetValidationVisualWarningMessage() |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
bool HasValidationVisualWarnings() |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
void InitializeAndValidateBoneRef
(
FBoneReference& BoneRef, |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
void SetAlpha
(
float InAlpha |
Set the alpha of this node. | BoneControllers/AnimNode_SkeletalControlBase.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
virtual void EvaluateComponentSpace_AnyThread
(
FComponentSpacePoseContext& Output |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
virtual int32 GetLODThreshold() |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
BoneControllers/AnimNode_SkeletalControlBase.h | ||
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
BoneControllers/AnimNode_SkeletalControlBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddDebugNodeData
(
FString& OutDebugData |
Allow base to add info to the node debug output | BoneControllers/AnimNode_SkeletalControlBase.h | |
virtual void EvaluateComponentPose_AnyThread
(
FComponentSpacePoseContext& Output |
Evaluate incoming component pose. | BoneControllers/AnimNode_SkeletalControlBase.h | |
virtual void EvaluateComponentSpaceInternal
(
FComponentSpacePoseContext& Context |
Use this function to evaluate for skeletal control base | BoneControllers/AnimNode_SkeletalControlBase.h | |
virtual void EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. | BoneControllers/AnimNode_SkeletalControlBase.h | |
virtual void InitializeBoneReferences
(
const FBoneContainer& RequiredBones |
Initialize any bone references you have | BoneControllers/AnimNode_SkeletalControlBase.h | |
virtual bool IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate | BoneControllers/AnimNode_SkeletalControlBase.h | |
virtual void UpdateComponentPose_AnyThread
(
const FAnimationUpdateContext& Context |
Update incoming component pose. | BoneControllers/AnimNode_SkeletalControlBase.h | |
virtual void UpdateInternal
(
const FAnimationUpdateContext& Context |
Interface for derived skeletal controls to implement use this function to update for skeletal control base | BoneControllers/AnimNode_SkeletalControlBase.h |