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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_Inertialization
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_Inertialization.h |
| Include | #include "Animation/AnimNode_Inertialization.h" |
Syntax
struct FAnimNode_Inertialization : public FAnimNode_Base
Variables
| Type | Name | Description | |
|---|---|---|---|
| FPoseLink | Source |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyInertialization
(
FPoseContext& Context, |
Apply Inertialization | |
| void | LogRequestError
(
const FAnimationUpdateContext& Context, |
Log an error when a node wants to inertialize but no inertialization ancestor node exists | |
| void | LogRequestError
(
const FAnimationUpdateContext& Context, |
Log an error when a node wants to inertialize but no inertialization ancestor node exists | |
| void | RequestInertialization
(
const FInertializationRequest& InertializationRequest |
Request to activate inertialization. | |
| void | RequestInertialization
(
float Duration, |
Request to activate inertialization for a duration. | |
| void | StartInertialization
(
FPoseContext& Context, |
Start Inertialization |
Overridden from FAnimNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | |
| void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | |
| void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. | |
| bool | For nodes that implement some kind of simulation, return true here so ResetDynamics() gets called when things like teleports, time skips etc. | ||
| void | ResetDynamics
(
ETeleportType InTeleportType |
Called to help dynamics-based updates to recover correctly from large movements/teleports | |
| void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |