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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 )
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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()
[]