| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h |
Include |
#include "BoneControllers/AnimNode_SpringBone.h" |
struct FAnimNode_SpringBone : public FAnimNode_SkeletalControlBase
Simple controller that replaces or adds to the translation/rotation of a single bone.
Name | Description | ||
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uint8: 1 |
bHadValidStrength |
Did we have a non-zero ControlStrength last frame. |
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uint8: 1 |
bLimitDisplacement |
Limit the amount that a bone can stretch from its ref-pose length. |
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BoneLocation |
World-space location of the bone. |
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BoneVelocity |
World-space velocity of the bone. |
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uint8: 1 |
bRotateX |
If true take the spring calculation for rotation in X |
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uint8: 1 |
bRotateY |
If true take the spring calculation for rotation in Y |
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uint8: 1 |
bRotateZ |
If true take the spring calculation for rotation in Z |
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uint8: 1 |
bTranslateX |
If true take the spring calculation for translation in X |
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uint8: 1 |
bTranslateY |
If true take the spring calculation for translation in Y |
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uint8: 1 |
bTranslateZ |
If true take the spring calculation for translation in Z |
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float |
ErrorResetThresh |
If spring stretches more than this, reset it. Useful for catching teleports etc |
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float |
FixedTimeStep |
Internal use - Current timestep |
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LocalBoneTransform |
Cache of previous frames local bone transform so that when we cannot simulate (timestep == 0) we can still update bone location |
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float |
MaxDisplacement |
If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose. |
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OwnerVelocity |
Velocity of the owning actor |
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float |
RemainingTime |
Internal use - Amount of time we need to simulate. |
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SpringBone |
Name of bone to control. This is the main bone chain to modify from. |
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float |
SpringDamping |
Damping of spring |
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float |
SpringStiffness |
Stiffness of spring |
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float |
TimeDilation |
Internal use - Current time dilation |
Name | Description | |
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FAnimNode_SpringBone() |
Name | Description | ||
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EvaluateSkeletalControl_AnyThread ( |
Evaluate the new component-space transforms for the affected bones. |
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IsValidToEvaluate ( |
Return true if it is valid to Evaluate |
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UpdateInternal ( |
Interface for derived skeletal controls to implement use this function to update for skeletal control base |
Name | Description | ||
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CacheBones_AnyThread ( |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
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GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
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HasPreUpdate() |
Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. |
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Initialize_AnyThread ( |
Called when the node first runs. |
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PreUpdate ( |
Override this to perform game-thread work prior to non-game thread Update() being called |
Name | Description | ||
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bNoZSpring_DEPRECATED |
If true, Z position is always correct, no spring applied |