FAnimNode_ApplyLimits

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h

Include

#include "BoneControllers/AnimNode_ApplyLimits.h"

Syntax

struct FAnimNode_ApplyLimits : public FAnimNode_SkeletalControlBase

Variables

Constructors

Name Description

Public function

FAnimNode_ApplyLimits()

Functions

Name Description

Public function

void

 

RecalcLimits()

Overridden from FAnimNode_SkeletalControlBase

Name Description

Public function Virtual

void

 

EvaluateSkeletalControl_AnyThread

(
    FComponentSpacePoseContext& Output,
    TArray< FBoneTransform >& OutBoneT...
)

Evaluate the new component-space transforms for the affected bones.

Public function Virtual

bool

 

IsValidToEvaluate

(
    const USkeleton* Skeleton,
    const FBoneContainer& RequiredBone...
)

Return true if it is valid to Evaluate

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual Const

bool

 

NeedsOnInitializeAnimInstance()

For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficent or inefficent to use Initialize_AnyThread), return true here.

Public function Virtual

void

 

OnInitializeAnimInstance

(
    const FAnimInstanceProxy* InPr...,
    const UAnimInstance* InAnimIns...
)

Called once, from game thread as the parent anim instance is created

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