FAnimNode_RotationMultiplier

Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.

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MacOS
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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_SkeletalControlBase

FAnimNode_RotationMultiplier

References

Module

AnimGraphRuntime

Header

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

Include

#include "BoneControllers/AnimNode_RotationMultiplier.h"

Syntax

struct FAnimNode_RotationMultiplier : public FAnimNode_SkeletalControlBase

Remarks

Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.

Variables

Name Description

Public variable

bool

 

bIsAdditive

Public variable

float

 

Multiplier

To make these to be easily pin-hookable, I'm not making it struct, but each variable 0.f is invalid, and default

Public variable

TEnumAsByte< EB...

 

RotationAxisToRefer

Public variable

FBoneReference

 

SourceBone

Source to get transform from

Public variable

FBoneReference

 

TargetBone

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

Constructors

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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