| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_TwistCorrectiveNode.h |
Include |
#include "BoneControllers/AnimNode_TwistCorrectiveNode.h" |
struct FAnimNode_TwistCorrectiveNode : public FAnimNode_SkeletalControlBase
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
Name | Description | ||
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BaseFrame |
Base Frame of the reference for the twist node |
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Curve |
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float |
RangeMax |
FAlphaBlend MappingCurve;. |
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float |
RemappedMax |
Maximum value to apply to the destination (remapped from the input range) |
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float |
RemappedMin |
Minimum value to apply to the destination (remapped from the input range) |
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TwistFrame |
Transform component to use as input. |
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TwistPlaneNormalAxis |
Normal of the Plane that we'd like to calculate angle calculation from in BaseFrame. |
Name | Description | |
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FAnimNode_TwistCorrectiveNode() |
Name | Description | ||
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EvaluateComponentSpaceInternal ( |
Use this function to evaluate for skeletal control base |
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InitializeBoneReferences ( |
Initialize any bone references you have |
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IsValidToEvaluate ( |
Return true if it is valid to Evaluate |
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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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. |