FAnimNode_StrideWarping

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Inheritance Hierarchy

References

Module

AnimationWarpingRuntime

Header

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

Include

#include "BoneControllers/AnimNode_StrideWarping.h"

Syntax

USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_StrideWarping : public FAnimNode_SkeletalControlBase

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta

bool

 

bClampIKUsingFKLimits

Clamps the IK foot warping to prevent over-extension relative to the overall FK leg.

Public variable UProperty Category, EditAnywhere, Meta

bool

 

bCompensateIKUsingFKThighRotation

Include warping adjustment to the FK thigh bones alongside the IK/FK foot definitions This is used to help preserve the original overall leg shape

Public variable UProperty Category, EditAnywhere

bool

 

bDebugDrawIKFootAdjustment

Enable/Disable IK foot location debug drawing following initial foot adjustment.

Public variable UProperty Category, EditAnywhere

bool

 

bDebugDrawIKFootFinal

Enable/Disable IK foot location debug drawing following all adsjustments (Final warped result)

Public variable UProperty Category, EditAnywhere

bool

 

bDebugDrawIKFootOrigin

Enable/Disable IK foot location debug drawing prior to warping.

Public variable UProperty Category, EditAnywhere

bool

 

bDebugDrawPelvisAdjustment

Enable/Disable pelvis debug drawing following adjustment.

Public variable UProperty Category, EditAnywhere

bool

 

bDebugDrawThighAdjustment

Enable/Disable thigh debug drawing following adjustment.

Public variable UProperty Category, EditAnywhere

bool

 

bEnableDebugDraw

Enable/Disable stride warping debug drawing.

Public variable UProperty Category, EditAnywhere

bool

 

bOrientStrideDirectionUsingFloorNormal

Orients the specified (Manual) or computed (Graph) stride direction by the floor normal.

Public variable UProperty Category, EditAnywhere, Meta

float

 

DebugDrawScale

Scale all debug drawing visualization by a factor.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FWarpingVectorV...

 

FloorNormalDirection

Floor normal direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Up Vector: <0,0,1>

Public variable UProperty Category, EditAnywhere

TArray< FStride...

 

FootDefinitions

Foot definitions specifying the IK, FK, and Thigh bone.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FWarpingVectorV...

 

GravityDirection

Gravity direction, this value will internally convert into a corresponding Component-space representation prior to warping Default: World Space, Down Vector: <0,0,-1>

Public variable UProperty Category, EditAnywhere, Meta

FBoneReference

 

IKFootRootBone

IK Foot Root Bone definition.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

LocomotionSpeed

Locomotion speed, specifying the current speed of the character This will be used in the following equation for computing the stride scale: [StrideScale = (LocomotionSpeed / RootMotionSpeed)] Stride scale is a value specifying the amount of warping applied to the IK foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

MinLocomotionSpeedThreshold

Minimum locomotion speed required to apply stride warping.

Public variable UProperty Category, EditAnywhere

EWarpingEvaluat...

 

Mode

Stride warping evaluation mode (Graph or Manual)

Public variable UProperty Category, EditAnywhere

FBoneReference

 

PelvisBone

Pevlis Bone definition.

Public variable UProperty Category, EditAnywhere, Meta

FIKFootPelvisPu...

 

PelvisIKFootSolver

Solver for controlling how much the pelvis is "pulled down" towards the IK/FK foot definitions during leg limb extension.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FVector

 

StrideDirection

Component-space stride direction Example: A value of <1,0,0> will warp the leg stride along the Forward Vector

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

StrideScale

Stride scale, specifying the amount of warping applied to the foot definitions Example: A value of 0.5 will decrease the effective leg stride by half, while a value of 2.0 will double it

Public variable UProperty Category, EditAnywhere

FInputClampCons...

 

StrideScaleModifier

Modifies the final stride scale value by optionally clamping and/or interpolating.

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.