FAnimNode_Inertialization

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_Inertialization

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_Inertialization.h

Include

#include "Animation/AnimNode_Inertialization.h"

Syntax

struct FAnimNode_Inertialization : public FAnimNode_Base

Variables

Name Description

Public variable

FPoseLink

 

Source

Constructors

Name Description

Public function

FAnimNode_Inertialization()

Functions

Name Description

Protected function Virtual

void

 

ApplyInertialization

(
    FPoseContext& Context,
    const FInertializationPoseDiff& Po...,
    float ElapsedTime,
    float Duration
)

Apply Inertialization

Protected function Virtual

float

 

ConsumeInertializationRequest

(
    FPoseContext& Context
)

Consume Inertialization Request

Public function Virtual Const

float

 

GetRequestedDuration()

Public function Static

void

 

LogRequestError

(
    const FAnimationUpdateContext& Con...,
    const FPoseLinkBase& RequesterPose...
)

Log an error when a node wants to inertialize but no inertialization ancestor node exists

Public function Virtual

void

 

RequestInertialization

(
    float Duration
)

Request to activate inertialization for a duration.

Protected function Virtual

void

 

StartInertialization

(
    FPoseContext& Context,
    FInertializationPose& PreviousPose...,
    FInertializationPose& PreviousPose...,
    float Duration,
    FInertializationPoseDiff& OutPoseD...
)

Start Inertialization

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

 

Evaluate_AnyThread

(
    FPoseContext& Output
)

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

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.

Public function Virtual Const

bool

 

NeedsDynamicReset()

For nodes that implement some kind of simulation, return true here so ResetDynamics() gets called when things like teleports, time skips etc.

Public function Virtual

void

 

OnUpdatesSkipped

(
    TArrayView< const FAnimationUpdateC...
)

Called on a tracked ancestor node when there are Update() calls that were skipped due to pose caching.

Public function Virtual

void

 

ResetDynamics

(
    ETeleportType InTeleportType
)

Called to help dynamics-based updates to recover correctly from large movements/teleports

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

Called to update the state of the graph relative to this node.

Public function Virtual Const

bool

 

WantsSkippedUpdates()

Override this if your node uses ancestor tracking and wants to be informed of Update() calls that were skipped due to pose caching.

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