| FAnimNode_Base
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_LayeredBoneBlend.h |
Include |
#include "AnimNodes/AnimNode_LayeredBoneBlend.h" |
struct FAnimNode_LayeredBoneBlend : public FAnimNode_Base
Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets.
Name | Description | ||
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BasePose |
The source pose |
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bBlendRootMotionBasedOnRootBone |
Whether to incorporate the per-bone blend weight of the root bone when lending root motion |
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bHasRelevantPoses |
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BlendPoses |
Each layer's blended pose |
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TArray< float > |
BlendWeights |
The weights of each layer |
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bMeshSpaceRotationBlend |
Whether to blend bone rotations in mesh space or in local space |
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bMeshSpaceScaleBlend |
Whether to blend bone scales in mesh space or in local space |
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CurrentBoneBlendWeights |
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TEnumAsByte< en... |
CurveBlendOption |
How to blend the layers together |
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CurvePoseSourceIndices |
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DesiredBoneBlendWeights |
Transient data to handle weight and target weight this array changes based on required bones |
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LayerSetup |
Configuration for the parts of the skeleton to blend for each layer. |
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LODThreshold |
Max LOD that this node is allowed to run For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited |
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PerBoneBlendWeights |
This is buffer to serialize blend weight data for each joints This has to save with the corresponding SkeletopnGuid If not, it will rebuild in run-time |
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SkeletonGuid |
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VirtualBoneGuid |
Name | Description | |
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FAnimNode_LayeredBoneBlend() |
Name | Description | ||
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AddPose() |
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ReinitializeBoneBlendWeights ( |
Reinitialize bone weights |
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RemovePose ( |
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ValidateData() |
Ideally you don't like to get to situation where it becomes inconsistent, but this happened, and we don't know what caused this. |
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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Evaluate_AnyThread ( |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
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GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
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GetLODThreshold() |
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Initialize_AnyThread ( |
Called when the node first runs. |
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PostCompile ( |
Called after compilation |
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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |