FAnimNode_SteamVRInputAnimPose

Copyright 2019 Valve Corporation under [https://opensource.org/licenses/BSD-3-Clause](https://opensource.org/licenses/BSD-3-Clause) This code includes modifications by Epic Games.

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_SteamVRInputAnimPose

References

Module

SteamVRInputDevice

Header

/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVRInputDevice/Public/AnimNode_SteamVRInputAnimPose.h

Include

#include "AnimNode_SteamVRInputAnimPose.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FAnimNode_SteamVRInputAnimPose : public FAnimNode_Base

Remarks

Copyright 2019 Valve Corporation under https://opensource.org/licenses/BSD-3-Clause This code includes modifications by Epic Games. Modifications (c) Epic Games, Inc.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Custom animation node to retrieve poses from the Skeletal Input System

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

EHand

 

Hand

Which hand should the animation node retrieve skeletal input values for

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

EHandSkeleton

 

HandSkeleton

What kind of skeleton are we dealing with

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

Mirror

Should the pose be mirrored so it can be applied to the opposite hand

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

EMotionRange

 

MotionRange

Range of motion for the skeletal input values

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FSteamVRSkeleto...

 

SteamVRSkeletalTransform

The UE4 equivalent of the SteamVR Transform values per bone

Public variable UProperty

FUE4Retargettin...

 

UE4RetargettingRefs

SteamVR Skeleton to UE4 retargetting cache

Constructors

Functions

Name Description

Public function

FTransform

 

CalcModelSpaceTransform

(
    const FCompactPose& Pose,
    FCompactPoseBoneIndex BoneIndex
)

Recursively calculate the model-space transform of the given bone from the local-space transforms on the given pose

Public function

FSteamVRInpu...

 

GetSteamVRInputDevice()

Retrieve the first active SteamVRInput device present in this game

Public function

void

 

PoseUE4HandSkeleton

(
    FCompactPose& Pose,
    const FTransform* BoneTransfor...,
    int32 BoneTransformCount
)

Retarget the given array of bone transforms for the SteamVR skeleton to the UE4 hand skeleton and apply it to the given FPoseContext.

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

CacheBones_AnyThread

(
    const FAnimationCacheBonesContext&...
)

Called to cache any bones that this node needs to track (e.g. in a FBoneReference).

Public function Virtual

void

 

Evaluate_AnyThread

(
    FPoseContext& Output
)

Called to evaluate local-space bones transforms according to the weights set up in Update().

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

Called to update the state of the graph relative to this node.

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