FAnimNode_RetargetPoseFromMesh

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_RetargetPoseFromMesh

References

Module

IKRig

Header

/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/AnimNodes/AnimNode_RetargetPoseFromMesh.h

Include

#include "AnimNodes/AnimNode_RetargetPoseFromMesh.h"

Syntax

USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_RetargetPoseFromMesh : public FAnimNode_Base

Variables

Name Description

Public variable

bool

 

bDriveTargetIKRigWithAsset

When true, will copy all setting from target IK Rig asset each tick (for live preview)

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bUseAttachedParent

If SourceMeshComponent is not valid, and if this is true, it will look for attached parent as a source

Public variable UProperty Category, EditAnywhere

TObjectPtr< UIK...

 

IKRetargeterAsset

Retarget asset to use.

Public variable UProperty Category, Meta BlueprintReadWrite Transient

TWeakObjectPtr<...

 

SourceMeshComponent

The Skeletal Mesh Component to retarget animation from.

Functions

Name Description

Public function Const

const UIKRet...

 

GetRetargetProcessor()

Read-only access to the runtime processor

Public function

void

 

SetProcessorNeedsInitialized()

Force reinitialization.

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

 

Evaluate_AnyThread

(
    FPoseContext& Output
)

Called to evaluate local-space bones transforms according to the weights set up in Update().

Public function Virtual Const

bool

 

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.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.

Public function Virtual

void

 

PreUpdate

(
    const UAnimInstance* InAnimIns...
)

Override this to perform game-thread work prior to non-game thread Update() being called

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

Called to update the state of the graph relative to this node.