FAnimNode_SteamVRSetWristTransform

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_SteamVRSetWristTransform

References

Module

SteamVRInputDevice

Header

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

Include

#include "AnimNode_SteamVRSetWristTransform.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly)
struct FAnimNode_SteamVRSetWristTransform : 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 that sets the wrist transform of a target pose from a reference pose

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

EHandSkeleton

 

HandSkeleton

What kind of skeleton is used in the reference pose

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FPoseLink

 

ReferencePose

The pose from where we will get the root and/or wrist transform from

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FPoseLink

 

TargetPose

The pose to apply the wrist transform to

Constructors

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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