FAnimNode_BoneDrivenController

This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_SkeletalControlBase

FAnimNode_BoneDrivenController

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h

Include

#include "BoneControllers/AnimNode_BoneDrivenController.h"

Syntax

struct FAnimNode_BoneDrivenController : public FAnimNode_SkeletalControlBase

Remarks

This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)

Variables

Name Description

Public variable

uint8: 1

 

bAffectTargetRotationX

Affect the X component of rotation on the target bone.

Public variable

uint8: 1

 

bAffectTargetRotationY

Affect the Y component of rotation on the target bone.

Public variable

uint8: 1

 

bAffectTargetRotationZ

Affect the Z component of rotation on the target bone.

Public variable

uint8: 1

 

bAffectTargetScaleX

Affect the X component of scale on the target bone.

Public variable

uint8: 1

 

bAffectTargetScaleY

Affect the Y component of scale on the target bone.

Public variable

uint8: 1

 

bAffectTargetScaleZ

Affect the Z component of scale on the target bone.

Public variable

uint8: 1

 

bAffectTargetTranslationX

Affect the X component of translation on the target bone.

Public variable

uint8: 1

 

bAffectTargetTranslationY

Affect the Y component of translation on the target bone.

Public variable

uint8: 1

 

bAffectTargetTranslationZ

Affect the Z component of translation on the target bone.

Public variable

uint8: 1

 

bUseRange

Whether or not to clamp the driver value and remap it before scaling it.

Public variable

EDrivenDestinat...

 

DestinationMode

Type of destination to drive, currently either bone or morph target.

Public variable

UCurveFloat ...

 

DrivingCurve

Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used)

Public variable

EDrivenBoneModi...

 

ModificationMode

The type of modification to make to the destination component(s)

Public variable

float

 

Multiplier

Multiplier to apply to the input value (.

Public variable

FName

 

ParameterName

Name of Morph Target to drive using the source attribute

Public variable

float

 

RangeMax

Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range) If this is rotation, the unit is radian

Public variable

float

 

RangeMin

Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range) If this is rotation, the unit is radian

Public variable

float

 

RemappedMax

Maximum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian

Public variable

float

 

RemappedMin

Minimum value to apply to the destination (remapped from the input range) If this is rotation, the unit is radian

Public variable

FBoneReference

 

SourceBone

Bone to use as controller input.

Public variable

TEnumAsByte< EC...

 

SourceComponent

Transform component to use as input.

Public variable

FBoneReference

 

TargetBone

Bone to drive using controller input.

Constructors

Functions

Name Description

Public function

void

 

ConvertTargetComponentToBits()

Upgrade a node from the output enum to the output bits (change made in FAnimationCustomVersion::BoneDrivenControllerMatchingMaya)

Protected function

const float

 

ExtractSourceValue

(
    const FTransform& InCurrentBoneTra...,
    const FTransform& InRefPoseBoneTra...
)

Extracts the value used to drive the target bone or parameter

Overridden from FAnimNode_SkeletalControlBase

Name Description

Public function Virtual

void

 

EvaluateComponentSpaceInternal

(
    FComponentSpacePoseContext& Contex...
)

Use this function to evaluate for skeletal control base

Public function Virtual

void

 

EvaluateSkeletalControl_AnyThread

(
    FComponentSpacePoseContext& Output,
    TArray< FBoneTransform >& OutBoneT...
)

Evaluate the new component-space transforms for the affected bones.

Protected function Virtual

void

 

InitializeBoneReferences

(
    const FBoneContainer& RequiredBone...
)

Initialize any bone references you have

Public function Virtual

bool

 

IsValidToEvaluate

(
    const USkeleton* Skeleton,
    const FBoneContainer& RequiredBone...
)

Return true if it is valid to Evaluate

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

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

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