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UAnimationSharingSetupFactory::UAnimationSharingSetupFactory
/Engine/Plugins/Developer/AnimationSharing/Source/AnimationSharingEd/Public/AnimationSharingSetupFactory.h
AnimationSharingEd
UAnimationSharingSetupFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UOrientationWarpingModifier::OnApply_Implementation
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimationModifiers/OrientationWarpingModifier.h
AnimationWarpingEditor
virtual void OnApply_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation )
[]
UOrientationWarpingModifier::OnRevert_Implementation
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimationModifiers/OrientationWarpingModifier.h
AnimationWarpingEditor
virtual void OnRevert_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Animation )
[]
UOrientationWarpingModifier
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimationModifiers/OrientationWarpingModifier.h
AnimationWarpingEditor
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental) class UOrientationWarpingModifier : public [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier)
[ { "type": "float", "name": "BlendInTime", "description": "" }, { "type": "float", "name": "BlendOutTime", "description": "" }, { "type": "FName", "name": "EnableOffsetCurveName", "description": "" }, { "type": "FName", "name": "EnableWarpingCurveName", "de...
UAnimGraphNode_FootPlacement::GetNode
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_FootPlacement.h
AnimationWarpingEditor
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_FootPlacement::GetControllerDescription
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_FootPlacement.h
Returns the short descriptive name of the controller.
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_FootPlacement::GetNodeTitle
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_FootPlacement.h
Gets the name of this node, shown in title bar
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_FootPlacement::GetNodeTitleColor
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_FootPlacement.h
Gets the draw color of a node's title bar
AnimationWarpingEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_FootPlacement::GetTooltipText
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_FootPlacement.h
Gets the tooltip to display when over the node
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_FootPlacement::UAnimGraphNode_FootPlacement
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_FootPlacement.h
AnimationWarpingEditor
UAnimGraphNode_FootPlacement ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_FootPlacement
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_FootPlacement.h
AnimationWarpingEditor
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental) class UAnimGraphNode_FootPlacement : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_FootP...", "name": "Node", "description": "" } ]
UAnimGraphNode_OffsetRootBone::CustomizeDetails
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Can customize details tab
AnimationWarpingEditor
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_OffsetRootBone::CustomizePinData
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Customize pin data based on the input
AnimationWarpingEditor
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
[]
UAnimGraphNode_OffsetRootBone::GetControllerDescription
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Returns the short descriptive name of the controller.
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_OffsetRootBone::GetInputLinkAttributes
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.
AnimationWarpingEditor
virtual void GetInputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_OffsetRootBone::GetNode
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
AnimationWarpingEditor
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_OffsetRootBone::GetNodeTitle
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Gets the name of this node, shown in title bar
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_OffsetRootBone::GetNodeTitleColor
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Gets the draw color of a node's title bar
AnimationWarpingEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_OffsetRootBone::GetOutputLinkAttributes
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
AnimationWarpingEditor
virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_OffsetRootBone::GetTooltipText
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Gets the tooltip to display when over the node
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_OffsetRootBone::PostEditChangeProperty
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
Called when a property on this object has been modified externally
AnimationWarpingEditor
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_OffsetRootBone::UAnimGraphNode_OffsetRootBone
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
AnimationWarpingEditor
UAnimGraphNode_OffsetRootBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_OffsetRootBone
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OffsetRootBone.h
AnimationWarpingEditor
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental) class UAnimGraphNode_OffsetRootBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Offse...", "name": "Node", "description": "" } ]
UAnimGraphNode_OrientationWarping::CustomizeDetails
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Can customize details tab
AnimationWarpingEditor
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_OrientationWarping::GetControllerDescription
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Returns the short descriptive name of the controller.
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_OrientationWarping::CustomizePinData
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Customize pin data based on the input
AnimationWarpingEditor
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
[]
UAnimGraphNode_OrientationWarping::GetInputLinkAttributes
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.
AnimationWarpingEditor
virtual void GetInputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_OrientationWarping::GetNode
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
AnimationWarpingEditor
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_OrientationWarping::GetNodeTitle
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Gets the name of this node, shown in title bar
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_OrientationWarping::GetNodeTitleColor
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Gets the draw color of a node's title bar
AnimationWarpingEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_OrientationWarping::GetOutputLinkAttributes
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
AnimationWarpingEditor
virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_OrientationWarping::GetTooltipText
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Gets the tooltip to display when over the node
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_OrientationWarping::PostEditChangeProperty
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Called when a property on this object has been modified externally
AnimationWarpingEditor
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_OrientationWarping::ValidateAnimNodeDuringCompilation
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimationWarpingEditor
virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_OrientationWarping::UAnimGraphNode_OrientationWarping
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
AnimationWarpingEditor
UAnimGraphNode_OrientationWarping ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_OrientationWarping
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_OrientationWarping.h
AnimationWarpingEditor
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimGraphNode_OrientationWarping : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Orien...", "name": "Node", "description": "" } ]
UAnimGraphNode_SlopeWarping::GetControllerDescription
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_SlopeWarping.h
Returns the short descriptive name of the controller.
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_SlopeWarping::GetNode
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_SlopeWarping.h
AnimationWarpingEditor
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_SlopeWarping::GetNodeTitle
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_SlopeWarping.h
Gets the name of this node, shown in title bar
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_SlopeWarping::GetNodeTitleColor
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_SlopeWarping.h
Gets the draw color of a node's title bar
AnimationWarpingEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_SlopeWarping
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_SlopeWarping.h
AnimationWarpingEditor
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental) class UAnimGraphNode_SlopeWarping : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Slope...", "name": "Node", "description": "" } ]
UAnimGraphNode_SlopeWarping::UAnimGraphNode_SlopeWarping
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_SlopeWarping.h
AnimationWarpingEditor
UAnimGraphNode_SlopeWarping ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_StrideWarping::CustomizeDetails
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Can customize details tab
AnimationWarpingEditor
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_StrideWarping::CustomizePinData
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Customize pin data based on the input
AnimationWarpingEditor
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
[]
UAnimGraphNode_StrideWarping::GetControllerDescription
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Returns the short descriptive name of the controller.
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_StrideWarping::GetInputLinkAttributes
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.
AnimationWarpingEditor
virtual void GetInputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_StrideWarping::GetNode
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
AnimationWarpingEditor
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_SlopeWarping::GetTooltipText
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_SlopeWarping.h
Gets the tooltip to display when over the node
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_StrideWarping::GetNodeTitle
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Gets the name of this node, shown in title bar
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_StrideWarping::GetNodeTitleColor
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Gets the draw color of a node's title bar
AnimationWarpingEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_StrideWarping::GetOutputLinkAttributes
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
AnimationWarpingEditor
virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_StrideWarping::GetTooltipText
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Gets the tooltip to display when over the node
AnimationWarpingEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_StrideWarping::PostEditChangeProperty
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Called when a property on this object has been modified externally
AnimationWarpingEditor
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_StrideWarping::ValidateAnimNodeDuringCompilation
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimationWarpingEditor
virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_StrideWarping::UAnimGraphNode_StrideWarping
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
AnimationWarpingEditor
UAnimGraphNode_StrideWarping ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_StrideWarping
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimGraph/AnimGraphNode_StrideWarping.h
AnimationWarpingEditor
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimGraphNode_StrideWarping : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Strid...", "name": "Node", "description": "" } ]
IAnimationWarpingEditorModule
/Engine/Plugins/Animation/AnimationWarping/Source/Editor/Public/AnimationWarpingEditorModule.h
AnimationWarpingEditor
class IAnimationWarpingEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
EActorMovementCompensationMode
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
AnimationWarpingRuntime
enum EActorMovementCompensationMode { ComponentSpace, WorldSpace, SuddenMotionOnly, }
[]
EFootPlacementLockType
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
AnimationWarpingRuntime
enum EFootPlacementLockType { Unlocked, PivotAroundBall, PivotAroundAnkle, LockRotation, }
[]
EOffsetRootBoneMode
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
enum EOffsetRootBoneMode { Accumulate, Interpolate, Hold, Release, }
[]
EPelvisHeightMode
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
AnimationWarpingRuntime
enum EPelvisHeightMode { AllLegs, AllPlantedFeet, FrontPlantedFeetUphill_FrontFeetDownhill, }
[]
FAnimNode_FootPlacement::EvaluateSkeletalControl_AnyThread
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
Evaluate the new component-space transforms for the affected bones.
AnimationWarpingRuntime
virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )
[]
FAnimNode_FootPlacement::GatherDebugData
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
Called to gather on-screen debug data. This is called on the game thread.
AnimationWarpingRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_FootPlacement::Initialize_AnyThread
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
AnimationWarpingRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_FootPlacement::IsValidToEvaluate
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
Return true if it is valid to Evaluate
AnimationWarpingRuntime
virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )
[]
FAnimNode_FootPlacement::UpdateInternal
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
Interface for derived skeletal controls to implement use this function to update for skeletal control base
AnimationWarpingRuntime
virtual void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_FootPlacement::FAnimNode_FootPlacement
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
AnimationWarpingRuntime
FAnimNode_FootPlacement()
[]
FAnimNode_FootPlacement
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_FootPlacement.h
AnimationWarpingRuntime
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly, Experimental) struct FAnimNode_FootPlacement : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "FBoneReference", "name": "IKFootRootBone", "description": "" }, { "type": "FFootPlacementI...", "name": "InterpolationSettings", "description": "" }, { "type": "TArray<FFootPl...", "name": "LegDefinitions", "description": "" }, { "type": "FBoneReference...
FAnimNode_OffsetRootBone::EvaluateSkeletalControl_AnyThread
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
Evaluate the new component-space transforms for the affected bones.
AnimationWarpingRuntime
virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )
[]
FAnimNode_OffsetRootBone::GatherDebugData
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
Called to gather on-screen debug data. This is called on the game thread.
AnimationWarpingRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_OffsetRootBone::GetClampToTranslationVelocity
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
bool GetClampToTranslationVelocity() const
[]
FAnimNode_OffsetRootBone::GetClampToRotationVelocity
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
bool GetClampToRotationVelocity() const
[]
FAnimNode_OffsetRootBone::GetEvaluationMode
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
Folded property accesors.
AnimationWarpingRuntime
EWarpingEvaluationMode GetEvaluationMode() const
[]
FAnimNode_OffsetRootBone::GetMaxRotationError
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
float GetMaxRotationError() const
[]
FAnimNode_OffsetRootBone::GetRotationDelta
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
const FRotator & GetRotationDelta() const
[]
FAnimNode_OffsetRootBone::GetMaxTranslationError
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
float GetMaxTranslationError() const
[]
FAnimNode_OffsetRootBone::GetRotationHalfLife
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
float GetRotationHalfLife() const
[]
FAnimNode_OffsetRootBone::GetRotationMode
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
[EOffsetRootBoneMode](API\Plugins\AnimationWarpingRuntime\BoneControllers\EOffsetRootBoneMode) GetRotationMode() const
[]
FAnimNode_OffsetRootBone::GetRotationSpeedRatio
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
float GetRotationSpeedRatio() const
[]
FAnimNode_OffsetRootBone::GetTranslationDelta
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
const FVector & GetTranslationDelta() const
[]
FAnimNode_OffsetRootBone::GetTranslationMode
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
[EOffsetRootBoneMode](API\Plugins\AnimationWarpingRuntime\BoneControllers\EOffsetRootBoneMode) GetTranslationMode() const
[]
FAnimNode_OffsetRootBone::GetTranslationHalflife
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
float GetTranslationHalflife() const
[]
FAnimNode_OffsetRootBone::GetTranslationSpeedRatio
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
float GetTranslationSpeedRatio() const
[]
FAnimNode_OffsetRootBone::Initialize_AnyThread
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
AnimationWarpingRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_OffsetRootBone::IsValidToEvaluate
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
Return true if it is valid to Evaluate
AnimationWarpingRuntime
virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )
[]
FAnimNode_OffsetRootBone::UpdateInternal
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
Interface for derived skeletal controls to implement use this function to update for skeletal control base
AnimationWarpingRuntime
virtual void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_OrientationWarping::EvaluateSkeletalControl_AnyThread
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OrientationWarping.h
Evaluate the new component-space transforms for the affected bones.
AnimationWarpingRuntime
virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )
[]
FAnimNode_OffsetRootBone
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OffsetRootBone.h
AnimationWarpingRuntime
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly, Experimental) struct FAnimNode_OffsetRootBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "bool", "name": "bClampToRotationVelocity", "description": "Whether to limit the offset's rotation interpolation speed to the velocity on the incoming motion Enabling this prevents the offset sliding when there's little to no rotation speed" }, { "type": "bool", "name": "bClampToTr...
FAnimNode_OrientationWarping::GatherDebugData
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OrientationWarping.h
Called to gather on-screen debug data. This is called on the game thread.
AnimationWarpingRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_OrientationWarping::Initialize_AnyThread
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OrientationWarping.h
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
AnimationWarpingRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_OrientationWarping::IsValidToEvaluate
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OrientationWarping.h
Return true if it is valid to Evaluate
AnimationWarpingRuntime
virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )
[]
FAnimNode_OrientationWarping::UpdateInternal
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OrientationWarping.h
Interface for derived skeletal controls to implement use this function to update for skeletal control base
AnimationWarpingRuntime
virtual void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )
[]
FAnimNode_OrientationWarping
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OrientationWarping.h
AnimationWarpingRuntime
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly) struct FAnimNode_OrientationWarping : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
[ { "type": "bool", "name": "bEnableDebugDraw", "description": "Enable/Disable orientation warping debug drawing." }, { "type": "float", "name": "DebugDrawScale", "description": "Scale all debug drawing visualization by a factor." }, { "type": "float", "name": "DistributedBoneO...
FAnimNode_SlopeWarping::EvaluateSkeletalControl_AnyThread
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_SlopeWarping.h
Evaluate the new component-space transforms for the affected bones.
AnimationWarpingRuntime
virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )
[]
FAnimNode_SlopeWarping::GetFloorNormalFromMovementComponent
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_SlopeWarping.h
AnimationWarpingRuntime
FVector GetFloorNormalFromMovementComponent() const
[]
FAnimNode_SlopeWarping::GatherDebugData
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_SlopeWarping.h
Called to gather on-screen debug data. This is called on the game thread.
AnimationWarpingRuntime
virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )
[]
FAnimNode_SlopeWarping::GetSmoothedFloorInfo
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_SlopeWarping.h
AnimationWarpingRuntime
void GetSmoothedFloorInfo ( [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & MeshBases, FVector & OutFloorNormal, FVector & OutFloorOffset )
[]
FAnimNode_SlopeWarping::Initialize_AnyThread
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_SlopeWarping.h
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
AnimationWarpingRuntime
virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )
[]
FAnimNode_SlopeWarping::FAnimNode_SlopeWarping
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_SlopeWarping.h
AnimationWarpingRuntime
FAnimNode_SlopeWarping()
[]
FAnimNode_SlopeWarping::SetWorldSpaceTargetFloorInfoFromMovementComponent
/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_SlopeWarping.h
AnimationWarpingRuntime
void SetWorldSpaceTargetFloorInfoFromMovementComponent()
[]