FAnimNode_CopyBone

Simple controller to copy a bone's transform to another one.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

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

Include

#include "BoneControllers/AnimNode_CopyBone.h"

Syntax

struct FAnimNode_CopyBone : public FAnimNode_SkeletalControlBase

Remarks

Simple controller to copy a bone's transform to another one.

Variables

Name Description

Public variable

bool

 

bCopyRotation

If Rotation should be copied

Public variable

bool

 

bCopyScale

If Scale should be copied

Public variable

bool

 

bCopyTranslation

If Translation should be copied

Public variable

TEnumAsByte< EB...

 

ControlSpace

Space to convert transforms into prior to copying components

Public variable

FBoneReference

 

SourceBone

Source Bone Name to get transform from

Public variable

FBoneReference

 

TargetBone

Name of bone to control. This is the main bone chain to modify from.

Constructors

Name Description

Public function

FAnimNode_CopyBone()

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.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss