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| FAnimNode_Base
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Module |
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Header |
/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/AnimNodes/AnimNode_RetargetPoseFromMesh.h |
Include |
#include "AnimNodes/AnimNode_RetargetPoseFromMesh.h" |
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_RetargetPoseFromMesh : public FAnimNode_Base
Name | Description | ||
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bDriveTargetIKRigWithAsset |
When true, will copy all setting from target IK Rig asset each tick (for live preview) |
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bUseAttachedParent |
If SourceMeshComponent is not valid, and if this is true, it will look for attached parent as a source |
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TObjectPtr< UIK... |
IKRetargeterAsset |
Retarget asset to use. |
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TWeakObjectPtr<... |
SourceMeshComponent |
The Skeletal Mesh Component to retarget animation from. |
Name | Description | ||
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const UIKRet... |
GetRetargetProcessor() |
Read-only access to the runtime processor |
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SetProcessorNeedsInitialized() |
Force reinitialization. |
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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Evaluate_AnyThread ( |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
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HasPreUpdate() |
Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. |
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Initialize_AnyThread ( |
Called when the node first runs. |
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PreUpdate ( |
Override this to perform game-thread work prior to non-game thread Update() being called |
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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |