FAnimNode_SkeletalControlBase

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

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

Include

#include "BoneControllers/AnimNode_SkeletalControlBase.h"

Syntax

struct FAnimNode_SkeletalControlBase : public FAnimNode_Base

Variables

Name Description

Public variable

float

 

ActualAlpha

Public variable

float

 

Alpha

Current strength of the skeletal control.

Public variable

FInputAlphaBool...

 

AlphaBoolBlend

Public variable

FName

 

AlphaCurveName

Public variable

EAnimAlphaInput...

 

AlphaInputType

Public variable

FInputScaleBias

 

AlphaScaleBias

Public variable

FInputScaleBias...

 

AlphaScaleBiasClamp

Public variable

bool

 

bAlphaBoolEnabled

Public variable

FComponentSpace...

 

ComponentPose

Input link.

Public variable

FCSPose< FCompa...

 

ForwardedPose

Forwarded pose data from the wired node which current node's skeletal control is not applied yet

Public variable

int32

 

LODThreshold

Max LOD that this node is allowed to run For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited

Constructors

Functions

Name Description

Protected function

void

 

AddDebugNodeData

(
    FString& OutDebugData
)

Allow base to add info to the node debug output

Protected function Virtual

void

 

EvaluateComponentPose_AnyThread

(
    FComponentSpacePoseContext& Output
)

Evaluate incoming component pose.

Protected function Virtual

void

 

EvaluateComponentSpaceInternal

(
    FComponentSpacePoseContext& Contex...
)

Use this function to evaluate for skeletal control base

Protected function Virtual

void

 

EvaluateSkeletalControl_AnyThread

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

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

Protected function Virtual

void

 

InitializeBoneReferences

(
    const FBoneContainer& RequiredBone...
)

Initialize any bone references you have

Protected function Virtual

bool

 

IsValidToEvaluate

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

Return true if it is valid to Evaluate

Protected function Virtual

void

 

UpdateComponentPose_AnyThread

(
    const FAnimationUpdateContext& Con...
)

Update incoming component pose.

Protected function Virtual

void

 

UpdateInternal

(
    const FAnimationUpdateContext& Con...
)

Interface for derived skeletal controls to implement use this function to update for skeletal control base

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

 

EvaluateComponentSpace_AnyThread

(
    FComponentSpacePoseContext& Output
)

Called to evaluate component-space bone transforms according to the weights set up in Update().

Public function Virtual Const

int32

 

GetLODThreshold()

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.

Deprecated Functions

Name Description

Protected function Virtual

void

 

EvaluateBoneTransforms

(
    USkeletalMeshComponent* SkelCo...,
    FCSPose< FCompactPose >& MeshBases,
    TArray< FBoneTransform >& OutBoneT...
)

Please use EvaluateSkeletalControl_AnyThread.

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