FAnimNode_ControlRigBase

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_ControlRigBase.h

Include

#include "AnimNode_ControlRigBase.h"

Syntax

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

Remarks

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

Variables

Name Description

Protected variable UProperty Transient

bool

 

bExecute

Protected variable UProperty Transient

TMap< FName, ui...

 

ControlRigBoneMapping

Rig Hierarchy bone name to required array index mapping

Protected variable UProperty Transient

TMap< FName, ui...

 

ControlRigCurveMapping

Rig Curve name to Curve LUI mapping

Protected variable UProperty Transient

FControlRigIOSe...

 

InputSettings

Protected variable UProperty Transient

TMap< FName, ui...

 

InputToCurveMappingUIDs

Protected variable

float

 

InternalBlendAlpha

The below is alpha value support for control rig.

Protected variable UProperty Transient

TWeakObjectPtr<...

 

NodeMappingContainer

Node Mapping Container

Protected variable UProperty Transient

FControlRigIOSe...

 

OutputSettings

Protected variable UProperty Category, EditAnywhere

FPoseLink

 

Source

Constructors

Name Description

Public function

FAnimNode_ControlRigBase()

Functions

Name Description

Protected function

void

 

ExecuteControlRig

(
    FPoseContext& InOutput
)

Execute control rig on the input pose and outputs the result

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* ControlRig,
    FPoseContext& InOutput
)

Overridden from FAnimNode_CustomProperty

Name Description

Protected function Virtual Const

UClass *

 

GetTargetClass()

Get Target Class

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

 

NeedsOnInitializeAnimInstance()

For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficent or inefficent to use Initialize_AnyThread), return true here.

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