FAnimNode_TwistCorrectiveNode

This is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve This isn't the twist control node for bone twist

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_SkeletalControlBase

FAnimNode_TwistCorrectiveNode

References

Module

AnimGraphRuntime

Header

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

Include

#include "BoneControllers/AnimNode_TwistCorrectiveNode.h"

Syntax

struct FAnimNode_TwistCorrectiveNode : public FAnimNode_SkeletalControlBase

Remarks

This is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve This isn't the twist control node for bone twist

Variables

Name Description

Public variable

FReferenceBoneF...

 

BaseFrame

Base Frame of the reference for the twist node

Public variable

FAnimCurveParam

 

Curve

Public variable

float

 

RangeMax

FAlphaBlend MappingCurve;.

Public variable

float

 

RemappedMax

Maximum value to apply to the destination (remapped from the input range)

Public variable

float

 

RemappedMin

Minimum value to apply to the destination (remapped from the input range)

Public variable

FReferenceBoneF...

 

TwistFrame

Transform component to use as input.

Public variable

FAxis

 

TwistPlaneNormalAxis

Normal of the Plane that we'd like to calculate angle calculation from in BaseFrame.

Constructors

Overridden from FAnimNode_SkeletalControlBase

Name Description

Public function Virtual

void

 

EvaluateComponentSpaceInternal

(
    FComponentSpacePoseContext& Contex...
)

Use this function to evaluate for skeletal control base

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

 

CacheBones_AnyThread

(
    const FAnimationCacheBonesContext&...
)

Called to cache any bones that this node needs to track (e.g. in a FBoneReference).

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.

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