Navigation
API > API/Runtime > API/Runtime/AnimGraphRuntime
Simple controller that replaces or adds to the translation/rotation of a single bone.
| Name | FAnimNode_SpringBone |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h |
| Include Path | #include "BoneControllers/AnimNode_SpringBone.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_SpringBone : public FAnimNode_SkeletalControlBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_SkeletalControlBase → FAnimNode_SpringBone
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_SpringBone() |
BoneControllers/AnimNode_SpringBone.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHadValidStrength | uint8 | Did we have a non-zero ControlStrength last frame. | BoneControllers/AnimNode_SpringBone.h | |
| bLimitDisplacement | uint8 | Limit the amount that a bone can stretch from its ref-pose length. | BoneControllers/AnimNode_SpringBone.h |
|
| BoneLocation | FVector | World-space location of the bone. | BoneControllers/AnimNode_SpringBone.h | |
| BoneVelocity | FVector | World-space velocity of the bone. | BoneControllers/AnimNode_SpringBone.h | |
| bOverrideOwnerVelocity | uint8 | Option to override owner velocity used by spring controller. | BoneControllers/AnimNode_SpringBone.h |
|
| bRotateX | uint8 | If true take the spring calculation for rotation in X | BoneControllers/AnimNode_SpringBone.h |
|
| bRotateY | uint8 | If true take the spring calculation for rotation in Y | BoneControllers/AnimNode_SpringBone.h |
|
| bRotateZ | uint8 | If true take the spring calculation for rotation in Z | BoneControllers/AnimNode_SpringBone.h |
|
| bTranslateX | uint8 | If true take the spring calculation for translation in X | BoneControllers/AnimNode_SpringBone.h |
|
| bTranslateY | uint8 | If true take the spring calculation for translation in Y | BoneControllers/AnimNode_SpringBone.h |
|
| bTranslateZ | uint8 | If true take the spring calculation for translation in Z | BoneControllers/AnimNode_SpringBone.h |
|
| ErrorResetThresh | double | If spring stretches more than this, reset it. Useful for catching teleports etc | BoneControllers/AnimNode_SpringBone.h |
|
| FixedTimeStep | float | Internal use - Current timestep | BoneControllers/AnimNode_SpringBone.h | |
| LocalBoneTransform | FVector | Cache of previous frames local bone transform so that when we cannot simulate (timestep == 0) we can still update bone location | BoneControllers/AnimNode_SpringBone.h | |
| MaxDisplacement | double | If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose. | BoneControllers/AnimNode_SpringBone.h |
|
| OwnerVelocity | FVector | Velocity of the owning actor | BoneControllers/AnimNode_SpringBone.h | |
| OwnerVelocityOverride | FVector | BoneControllers/AnimNode_SpringBone.h |
|
|
| RemainingTime | float | Internal use - Amount of time we need to simulate. | BoneControllers/AnimNode_SpringBone.h | |
| SpringBone | FBoneReference | Name of bone to control. This is the main bone chain to modify from. | BoneControllers/AnimNode_SpringBone.h |
|
| SpringDamping | double | Damping of spring | BoneControllers/AnimNode_SpringBone.h |
|
| SpringStiffness | double | Stiffness of spring | BoneControllers/AnimNode_SpringBone.h |
|
| TimeDilation | float | Internal use - Current time dilation | BoneControllers/AnimNode_SpringBone.h |
Functions
Public
Overridden from FAnimNode_SkeletalControlBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EvaluateSkeletalControl_AnyThread
(
FComponentSpacePoseContext& Output, |
Evaluate the new component-space transforms for the affected bones. | BoneControllers/AnimNode_SpringBone.h | |
virtual bool IsValidToEvaluate
(
const USkeleton* Skeleton, |
Return true if it is valid to Evaluate | BoneControllers/AnimNode_SpringBone.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_SpringBone.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
BoneControllers/AnimNode_SpringBone.h | ||
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
BoneControllers/AnimNode_SpringBone.h | ||
virtual bool HasPreUpdate() |
BoneControllers/AnimNode_SpringBone.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
BoneControllers/AnimNode_SpringBone.h | ||
virtual void PreUpdate
(
const UAnimInstance* InAnimInstance |
BoneControllers/AnimNode_SpringBone.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bNoZSpring_DEPRECATED | bool | If true, Z position is always correct, no spring applied | BoneControllers/AnimNode_SpringBone.h |