FAnimNode_ControlRig

Animation node that allows animation ControlRig output to be used in an animation graph

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

ControlRig

Header

/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Public/AnimNode_ControlRig.h

Include

#include "AnimNode_ControlRig.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FAnimNode_ControlRig : public FAnimNode_ControlRigBase

Remarks

Animation node that allows animation ControlRig output to be used in an animation graph

Constructors

Name Description

Public function

FAnimNode_ControlRig()

Destructors

Name Description

Public function Virtual

~FAnimNode_ControlRig()

Functions

Name Description

Public function Const

FName

 

GetIOMapping

(
    bool bInput,
    const FName& SourceProperty
)

Public function

void

 

PostSerialize

(
    const FArchive& Ar
)

Public function

void

 

SetIOMapping

(
    bool bInput,
    const FName& SourceProperty,
    const FName& TargetCurve
)

Overridden from FAnimNode_ControlRigBase

Name Description

Public function Virtual Const

UControlRig ...

 

GetControlRig()

Return Control Rig of current object

Protected function Virtual

void

 

UpdateInput

(
    UControlRig* ControlRig,
    const FPoseContext& InOutput
)

Update input/output to control rig

Protected function Virtual

void

 

UpdateOutput

(
    UControlRig* InControlRig,
    FPoseContext& InOutput
)

Overridden from FAnimNode_CustomProperty

Name Description

Protected function Virtual Const

UClass *

 

GetTargetClass()

Get Target Class

Public function Virtual

void

 

InitializeProperties

(
    const UObject* InSourceInstanc...,
    UClass* InTargetClass
)

Initialize property links from the source instance, in this case AnimInstance Compiler creates those properties during compile time

Public function Virtual

void

 

PropagateInputProperties

(
    const UObject* InSourceInstanc...
)

Propagate the Source Instances' properties to Target Instance

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 Const

int32

 

GetLODThreshold()

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.

Public function Virtual

void

 

OnInitializeAnimInstance

(
    const FAnimInstanceProxy* InPr...,
    const UAnimInstance* InAnimIns...
)

Called once, from game thread as the parent anim instance is created

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

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

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss