FAnimNode_OrientationWarping

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_SkeletalControlBase

FAnimNode_OrientationWarping

References

Module

AnimationWarpingRuntime

Header

/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Public/BoneControllers/AnimNode_OrientationWarping.h

Include

#include "BoneControllers/AnimNode_OrientationWarping.h"

Syntax

USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_OrientationWarping : public FAnimNode_SkeletalControlBase

Variables

Name Description

Public variable UProperty Category, EditAnywhere

bool

 

bEnableDebugDraw

Enable/Disable orientation warping debug drawing.

Public variable UProperty Category, EditAnywhere, Meta

float

 

DebugDrawScale

Scale all debug drawing visualization by a factor.

Public variable UProperty Category, EditAnywhere, Meta

float

 

DistributedBoneOrientationAlpha

Specifies how much rotation is applied to the character body versus IK feet.

Public variable UProperty Category, EditAnywhere, Meta

TArray< FBoneRe...

 

IKFootBones

IK Foot definitions.

Public variable UProperty Category, EditAnywhere, Meta

FBoneReference

 

IKFootRootBone

IK Foot Root Bone definition.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

LocomotionAngle

The character locomotion angle (in degrees) relative to the specified RotationAxis This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)]

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

LocomotionAngleDeltaThreshold

Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0

Public variable UProperty Category, EditAnywhere

EWarpingEvaluat...

 

Mode

Orientation warping evaluation mode (Graph or Manual)

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

OrientationAngle

The desired orientation angle (in degrees) to warp by relative to the specified RotationAxis.

Public variable UProperty Category, EditAnywhere

TEnumAsByte< EA...

 

RotationAxis

Rotation axis used when rotating the character body.

Public variable UProperty Category, EditAnywhere, Meta

float

 

RotationInterpSpeed

Specifies the interpolation speed (in Alpha per second) towards reaching the final warped rotation angle A value of 0 will cause instantaneous rotation, while a greater value will introduce smoothing

Public variable UProperty Category, EditAnywhere

TArray< FBoneRe...

 

SpineBones

Spine bone definitions Used to counter rotate the body in order to keep the character facing forward The amount of counter rotation applied is driven by DistributedBoneOrientationAlpha

Overridden from FAnimNode_SkeletalControlBase

Name Description

Public function Virtual

void

 

EvaluateSkeletalControl_AnyThread

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

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

Public function Virtual

bool

 

IsValidToEvaluate

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

Return true if it is valid to Evaluate

Public function Virtual

void

 

UpdateInternal

(
    const FAnimationUpdateContext& Con...
)

Interface for derived skeletal controls to implement use this function to update for skeletal control base

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.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.