FAnimNode_CopyBoneDelta

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

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

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

Include

#include "BoneControllers/AnimNode_CopyBoneDelta.h"

Syntax

struct FAnimNode_CopyBoneDelta : public FAnimNode_SkeletalControlBase

Remarks

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

Variables

Name Description

Public variable

bool

 

bCopyRotation

Public variable

bool

 

bCopyScale

Public variable

bool

 

bCopyTranslation

Public variable

CopyBoneDeltaMo...

 

CopyMode

Public variable

float

 

RotationMultiplier

Public variable

float

 

ScaleMultiplier

Public variable

FBoneReference

 

SourceBone

Public variable

FBoneReference

 

TargetBone

Public variable

float

 

TranslationMultiplier

Constructors

Name Description

Public function

FAnimNode_CopyBoneDelta()

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.

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