FAnimNode_CopyPoseFromMesh

Simple controller to copy a bone's transform to another one.

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MacOS
Linux

Inheritance Hierarchy

FAnimNode_Base

FAnimNode_CopyPoseFromMesh

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_CopyPoseFromMesh.h

Include

#include "AnimNodes/AnimNode_CopyPoseFromMesh.h"

Syntax

struct FAnimNode_CopyPoseFromMesh : public FAnimNode_Base

Remarks

Simple controller to copy a bone's transform to another one.

Variables

Name Description

Public variable

uint8: 1

 

bCopyCurves

Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains

Public variable

bool

 

bCopyCustomAttributes

Copy custom attributes from SouceMeshComponent

Public variable

uint8: 1

 

bUseAttachedParent

If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source

Public variable

uint8: 1

 

bUseMeshPose

Use root space transform to copy to the target pose.

Public variable

FName

 

RootBoneToCopy

If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively)

Public variable

TWeakObjectPtr<...

 

SourceMeshComponent

This is used by default if it's valid

Constructors

Name Description

Public function

FAnimNode_CopyPoseFromMesh()

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

bool

 

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.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.

Public function Virtual

void

 

PreUpdate

(
    const UAnimInstance* InAnimIns...
)

Override this to perform game-thread work prior to non-game thread Update() being called

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

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

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