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