| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Trail.h |
Include |
#include "BoneControllers/AnimNode_Trail.h" |
struct FAnimNode_Trail : public FAnimNode_SkeletalControlBase
Trail Controller
Name | Description | ||
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uint8: 1 |
bActorSpaceFakeVel |
Whether 'fake' velocity should be applied in actor or world space. |
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BaseJoint |
Base Joint to calculate velocity from. If none, it will use Component's World Transform. . |
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|
uint8: 1 |
bEditorDebugEnabled |
This is used by selection node. Use this transient flag. |
|
uint8: 1 |
bEnableDebug |
Enable Debug in the PIE. This doesn't work in game |
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uint8: 1 |
bHadValidStrength |
Did we have a non-zero ControlStrength last frame. |
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uint8: 1 |
bInvertChainBoneAxis |
Invert the direction specified in ChainBoneAxis. |
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uint8: 1 |
bLimitRotation |
Limit the amount that a bone can stretch from its ref-pose length. |
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uint8: 1 |
bLimitStretch |
Limit the amount that a bone can stretch from its ref-pose length. |
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uint8: 1 |
bReorientParentToChild |
Fix up rotation to face child for the parent |
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uint8: 1 |
bShowBaseMotion |
Show Base Motion |
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uint8: 1 |
bShowLimit |
Show Planar Limits |
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uint8: 1 |
bShowTrailLocation |
Show Trail Location |
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uint8: 1 |
bUsePlanarLimit |
Whether to evaluate planar limits |
|
TEnumAsByte< EA... |
ChainBoneAxis |
Axis of the bones to point along trail. |
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ChainLength |
Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2. |
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float |
DebugLifeTime |
Debug Life Time |
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FakeVelocity |
'Fake' velocity applied to bones. |
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|
float |
LastBoneRotationAnimAlphaBlend |
How to set last bone rotation. |
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float |
MaxDeltaTime |
To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. |
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OldBaseTransform |
LocalToWorld used last frame, used for building transform between frames. |
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PerJointTrailData |
Per Joint Trail Set up |
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PlanarLimits |
List of available planar limits for this node |
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PlaneDebugColors |
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float |
RelaxationSpeedScale |
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|
RelaxationSpeedScaleInputProcessor |
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RotationLimits |
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RotationOffsets |
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float |
StretchLimit |
If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose. |
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float |
ThisTimstep |
Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms. |
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TrailBone |
Reference to the active bone in the hierarchy to modify. |
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TrailBoneLocations |
Component-space locations of the bones from last frame. |
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TrailDebugColors |
Debug transient data to draw debug better |
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TrailRelaxationSpeed |
How quickly we 'relax' the bones to their animated positions. |
Name | Description | |
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|
FAnimNode_Trail() |
Name | Description | ||
---|---|---|---|
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EnsureChainSize() |
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PostLoad() |
Name | Description | ||
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EvaluateSkeletalControl_AnyThread ( |
Evaluate the new component-space transforms for the affected bones. |
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IsValidToEvaluate ( |
Return true if it is valid to Evaluate |
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UpdateInternal ( |
Interface for derived skeletal controls to implement use this function to update for skeletal control base |
Name | Description | ||
---|---|---|---|
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GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
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Initialize_AnyThread ( |
Called when the node first runs. |
Name | Description | ||
---|---|---|---|
|
float |
TrailBoneRotationBlendAlpha_DEPRECATED |
|
|
float |
TrailRelaxation_DEPRECATED |
How quickly we 'relax' the bones to their animated positions. |