className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 3 36 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
MaxTimeDebt | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | Maximum time to consider when accumulating time debt to avoid spiraling. | AnimGraphRuntime | static const float MaxTimeDebt = (1.0f / 60.0f) * 5.0f; | [] |
FAnimNode_AnimDynamics::NeedsDynamicReset | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | For nodes that implement some kind of simulation, return true here soResetDynamics()gets called when things like teleports, time skips etc. occur that might require special handling. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread. | AnimGraphRuntime | virtual bool NeedsDynamicReset() const | [] |
FAnimNode_AnimDynamics::PreUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | Override this to perform game-thread work prior to non-game thread Update() being called | AnimGraphRuntime | virtual void PreUpdate ( const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance ) | [] |
FAnimNode_AnimDynamics::RequestInitialise | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | AnimGraphRuntime | void RequestInitialise ( ETeleportType InTeleportType ) | [] | |
FAnimNode_AnimDynamics::ResetDynamics | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | Called to help dynamics-based updates to recover correctly from large movements/teleports | AnimGraphRuntime | virtual void ResetDynamics ( ETeleportType InTeleportType ) | [] |
FAnimNode_AnimDynamics::ShouldDoPhysicsUpdate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | AnimGraphRuntime | bool ShouldDoPhysicsUpdate() const | [] | |
FAnimNode_AnimDynamics::TermPhysics | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | AnimGraphRuntime | void TermPhysics() | [] | |
FAnimNode_AnimDynamics::UpdateChainPhysicsBodyDefinitions | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | AnimGraphRuntime | void UpdateChainPhysicsBodyDefinitions ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & ReferenceSkeleton ) | [] | |
FAnimNode_AnimDynamics::UpdateInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | Interface for derived skeletal controls to implement use this function to update for skeletal control base | AnimGraphRuntime | virtual void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context ) | [] |
FAnimNode_AnimDynamics::UpdateLimits | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | AnimGraphRuntime | void UpdateLimits ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output ) | [] | |
FAnimNode_AnimDynamics::ValidateChainPhysicsBodyDefinitions | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | AnimGraphRuntime | void ValidateChainPhysicsBodyDefinitions ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & ReferenceSkeleton ) | [] | |
FAnimNode_AnimDynamics::FAnimNode_AnimDynamics | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | AnimGraphRuntime | FAnimNode_AnimDynamics() | [] | |
FAnimNode_AnimDynamics | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_AnimDynamics.h | AnimGraphRuntime | struct FAnimNode_AnimDynamics : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "float",
"name": "AngularBiasOverride",
"description": "Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check."
},
{
"type": "float",
"name": "AngularDampingOverride",
"description"... | |
FAnimNode_ApplyLimits::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_ApplyLimits::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_ApplyLimits::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_ApplyLimits::NeedsOnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h | For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. | AnimGraphRuntime | virtual bool NeedsOnInitializeAnimInstance() const | [] |
FAnimNode_ApplyLimits::OnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h | Called once, from game thread as the parent anim instance is created | AnimGraphRuntime | virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance ) | [] |
FAnimNode_ApplyLimits::RecalcLimits | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h | AnimGraphRuntime | void RecalcLimits() | [] | |
FAnimNode_ApplyLimits::FAnimNode_ApplyLimits | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h | AnimGraphRuntime | FAnimNode_ApplyLimits() | [] | |
FAnimNode_ApplyLimits | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h | AnimGraphRuntime | struct FAnimNode_ApplyLimits : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "TArray< FVector...",
"name": "AngularOffsets",
"description": ""
},
{
"type": "TArray<FAngula...",
"name": "AngularRangeLimits",
"description": ""
}
] | |
FAnimNode_BoneDrivenController::ConvertTargetComponentToBits | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | Upgrade a node from the output enum to the output bits (change made inFAnimationCustomVersion::BoneDrivenControllerMatchingMaya) | AnimGraphRuntime | void ConvertTargetComponentToBits() | [] |
FAnimNode_BoneDrivenController::EvaluateComponentSpaceInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | Use this function to evaluate for skeletal control base | AnimGraphRuntime | virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Context ) | [] |
FAnimNode_BoneDrivenController::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_BoneDrivenController::ExtractSourceValue | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | Extracts the value used to drive the target bone or parameter | AnimGraphRuntime | const double ExtractSourceValue ( const FTransform & InCurrentBoneTransform, const FTransform & InRefPoseBoneTransform ) | [] |
FAnimNode_BoneDrivenController::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_BoneDrivenController::InitializeBoneReferences | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | Initialize any bone references you have | AnimGraphRuntime | virtual void InitializeBoneReferences ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_BoneDrivenController::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_BoneDrivenController::FAnimNode_BoneDrivenController | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | AnimGraphRuntime | FAnimNode_BoneDrivenController() | [] | |
FAnimNode_BoneDrivenController | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h | This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z) | AnimGraphRuntime | struct FAnimNode_BoneDrivenController : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "uint8: 1",
"name": "bAffectTargetRotationX",
"description": "Affect the X component of rotation on the target bone."
},
{
"type": "uint8: 1",
"name": "bAffectTargetRotationY",
"description": "Affect the Y component of rotation on the target bone."
},
{
"type": "uint8... |
FAnimNode_CCDIK::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_CCDIK::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_CCDIK::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_CCDIK::FAnimNode_CCDIK | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h | AnimGraphRuntime | FAnimNode_CCDIK() | [] | |
FAnimNode_CCDIK | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h | Controller which implements the CCDIK IK approximation algorithm | AnimGraphRuntime | struct FAnimNode_CCDIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "bool",
"name": "bEnableRotationLimit",
"description": "Tolerance for final tip location delta from EffectorLocation"
},
{
"type": "bool",
"name": "bStartFromTail",
"description": "Toggle drawing of axes to debug joint rotation"
},
{
"type": "TArray< FVector...",
"n... |
FAnimNode_Constraint::ConditionalDebugDraw | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h | AnimGraphRuntime | void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const | [] | |
FAnimNode_Constraint::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_Constraint::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_CCDIK::ResizeRotationLimitPerJoints | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CCDIK.h | Resize rotation limit array based on set up | AnimGraphRuntime | void ResizeRotationLimitPerJoints ( int32 NewSize ) | [] |
FAnimNode_Constraint::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_Constraint::FAnimNode_Constraint | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h | AnimGraphRuntime | FAnimNode_Constraint() | [] | |
FAnimNode_Constraint | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h | Constraint node to parent or world transform for rotation/translation | AnimGraphRuntime | struct FAnimNode_Constraint : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "FBoneReference",
"name": "BoneToModify",
"description": "Name of bone to control. This is the main bone chain to modify from."
},
{
"type": "TArray<FConstr...",
"name": "ConstraintSetup",
"description": "List of constraints"
},
{
"type": "TArray< float >",
"name": ... |
FAnimNode_CopyBone::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_CopyBone::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_CopyBone::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_CopyBone::FAnimNode_CopyBone | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h | AnimGraphRuntime | FAnimNode_CopyBone() | [] | |
FAnimNode_CopyBone | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h | Simple controller to copy a bone's transform to another one. | AnimGraphRuntime | struct FAnimNode_CopyBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "bool",
"name": "bCopyRotation",
"description": "If Rotation should be copied"
},
{
"type": "bool",
"name": "bCopyScale",
"description": "If Scale should be copied"
},
{
"type": "bool",
"name": "bCopyTranslation",
"description": "If Translation should be copied"... |
FAnimNode_CopyBoneDelta::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_CopyBoneDelta::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_CopyBoneDelta::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_CopyBoneDelta::FAnimNode_CopyBoneDelta | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h | AnimGraphRuntime | FAnimNode_CopyBoneDelta() | [] | |
FAnimNode_CopyBoneDelta | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h | Simple controller to copy a transform relative to the ref pose to the target bone, instead of the copy bone node which copies the absolute transform | AnimGraphRuntime | struct FAnimNode_CopyBoneDelta : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "bool",
"name": "bCopyRotation",
"description": ""
},
{
"type": "bool",
"name": "bCopyScale",
"description": ""
},
{
"type": "bool",
"name": "bCopyTranslation",
"description": ""
},
{
"type": "CopyBoneDeltaMo...",
"name": "CopyMode",
"description... |
FAnimNode_Fabrik::ConditionalDebugDraw | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h | AnimGraphRuntime | virtual void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const | [] | |
FAnimNode_Fabrik::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_Fabrik::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_Fabrik::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.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. | AnimGraphRuntime | virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context ) | [] |
FAnimNode_Fabrik::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_Fabrik::FAnimNode_Fabrik | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h | AnimGraphRuntime | FAnimNode_Fabrik() | [] | |
FAnimNode_Fabrik | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h | Controller which implements the FABRIK IK approximation algorithm - seehttp://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problemfor details | AnimGraphRuntime | struct FAnimNode_Fabrik : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "bool",
"name": "bEnableDebugDraw",
"description": "Toggle drawing of axes to debug joint rotation"
},
{
"type": "TEnumAsByte< en...",
"name": "EffectorRotationSource",
"description": ""
},
{
"type": "FBoneSocketTarg...",
"name": "EffectorTarget",
"description":... |
FAnimNode_HandIKRetargeting::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_HandIKRetargeting::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_HandIKRetargeting::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_HandIKRetargeting::FAnimNode_HandIKRetargeting | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h | AnimGraphRuntime | FAnimNode_HandIKRetargeting() | [] | |
FAnimNode_HandIKRetargeting | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_HandIKRetargeting.h | Node to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right IK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props. | AnimGraphRuntime | struct FAnimNode_HandIKRetargeting : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "float",
"name": "HandFKWeight",
"description": "Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand."
},
{
"type": "TArray<FBoneRe...",
"name": "IKBonesToMove",
"description": "IK Bones to move."
},
{
"type": "FBoneReference",
"name": "... |
FAnimNode_LegIK::AdjustKneeTwist | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h | AnimGraphRuntime | bool AdjustKneeTwist ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData ) | [] | |
FAnimNode_LegIK::DoLegReachIK | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h | AnimGraphRuntime | bool DoLegReachIK ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData ) | [] | |
FAnimNode_LegIK::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_LegIK::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_LegIK::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.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. | AnimGraphRuntime | virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context ) | [] |
FAnimNode_LegIK::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_LegIK::OrientLegTowardsIK | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h | AnimGraphRuntime | bool OrientLegTowardsIK ( [FAnimLegIKData](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimLegIKData) & InLegData ) | [] | |
FAnimNode_LegIK::FAnimNode_LegIK | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h | AnimGraphRuntime | FAnimNode_LegIK() | [] | |
FAnimNode_LegIK | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LegIK.h | AnimGraphRuntime | struct FAnimNode_LegIK : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "TArray<FAnimLe...",
"name": "LegsData",
"description": ""
},
{
"type": "TArray<FAnimLe...",
"name": "LegsDefinition",
"description": ""
},
{
"type": "int32",
"name": "MaxIterations",
"description": "Max Number of Iterations."
},
{
"type": "FAnimInstance... | |
FAnimNode_LookAt::ConditionalDebugDraw | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | AnimGraphRuntime | void ConditionalDebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComp ) const | [] | |
FAnimNode_LookAt::EvaluateComponentSpaceInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | Use this function to evaluate for skeletal control base | AnimGraphRuntime | virtual void EvaluateComponentSpaceInternal ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Context ) | [] |
FAnimNode_LookAt::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_LookAt::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_LookAt::GetCachedTargetLocation | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | AnimGraphRuntime | FVector GetCachedTargetLocation() const | [] | |
FAnimNode_LookAt::Initialize_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.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. | AnimGraphRuntime | virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context ) | [] |
FAnimNode_LookAt::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_LookAt::ModifyPoseFromDeltaRotation | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | AnimGraphRuntime | virtual void ModifyPoseFromDeltaRotation ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms, FTransform & InOutBoneToModifyTransform, const FQuat & DeltaRotation ) | [] | |
FAnimNode_LookAt::UpdateInternal | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | Interface for derived skeletal controls to implement use this function to update for skeletal control base | AnimGraphRuntime | virtual void UpdateInternal ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context ) | [] |
FAnimNode_LookAt::FAnimNode_LookAt | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | In the future, it would be nice to have more options, -i.e. lag, interpolation speed | AnimGraphRuntime | FAnimNode_LookAt() | [] |
FAnimNode_LookAt | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_LookAt.h | Simple controller that make a bone to look at the point or another bone | AnimGraphRuntime | struct FAnimNode_LookAt : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "FBoneReference",
"name": "BoneToModify",
"description": "Name of bone to control. This is the main bone chain to modify from."
},
{
"type": "bool",
"name": "bUseLookUpAxis",
"description": "Whether or not to use Look up axis"
},
{
"type": "float",
"name": "Interpol... |
FAnimNode_ModifyBone::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_ModifyBone::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_ModifyBone::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_ModifyBone::FAnimNode_ModifyBone | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h | AnimGraphRuntime | FAnimNode_ModifyBone() | [] | |
FAnimNode_ModifyBone | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ModifyBone.h | Simple controller that replaces or adds to the translation/rotation of a single bone. | AnimGraphRuntime | struct FAnimNode_ModifyBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "FBoneReference",
"name": "BoneToModify",
"description": "Name of bone to control. This is the main bone chain to modify from."
},
{
"type": "FRotator",
"name": "Rotation",
"description": "New rotation of bone to apply."
},
{
"type": "TEnumAsByte< EB...",
"name": "R... |
FAnimNode_ObserveBone::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_ObserveBone::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_ObserveBone::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_ObserveBone::FAnimNode_ObserveBone | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h | AnimGraphRuntime | FAnimNode_ObserveBone() | [] | |
FAnimNode_ObserveBone | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h | Debugging node that displays the current value of a bone in a specific space. | AnimGraphRuntime | struct FAnimNode_ObserveBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) | [
{
"type": "FBoneReference",
"name": "BoneToObserve",
"description": "Name of bone to observe."
},
{
"type": "bool",
"name": "bRelativeToRefPose",
"description": "Show the difference from the reference pose?"
},
{
"type": "TEnumAsByte< EB...",
"name": "DisplaySpace",
"desc... |
FAnimNode_ResetRoot::EvaluateSkeletalControl_AnyThread | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h | Evaluate the new component-space transforms for the affected bones. | AnimGraphRuntime | virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms ) | [] |
FAnimNode_ResetRoot::GatherDebugData | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h | Called to gather on-screen debug data. This is called on the game thread. | AnimGraphRuntime | virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData ) | [] |
FAnimNode_ResetRoot::IsValidToEvaluate | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h | Return true if it is valid to Evaluate | AnimGraphRuntime | virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones ) | [] |
FAnimNode_ResetRoot::NeedsOnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h | For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. | AnimGraphRuntime | virtual bool NeedsOnInitializeAnimInstance() const | [] |
FAnimNode_ResetRoot::OnInitializeAnimInstance | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h | Called once, from game thread as the parent anim instance is created | AnimGraphRuntime | virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance ) | [] |
FAnimNode_ResetRoot::FAnimNode_ResetRoot | /Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ResetRoot.h | AnimGraphRuntime | FAnimNode_ResetRoot() | [] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.