Bone Driven Controller

Describes the Bone Driven Controller node which allows a 'Driver' bone to dynamically affect the motion of a target object.

With the Bone Driven Controller Animation Blueprint node, you can dynamically affect the motion of a Target Object, such as another Bone, Morph Target or Material Parameter.

Overview

With this node, you can apply motion data from the Source Bone to dynamically adjust another object on the Skeletal Mesh, such as a character's accessory object, to avoid geometry intersections during an animation.

bone driven controller animation blueprint node

Here the character's arm bone has been selected as the Source Bone, and the shoulder pad bone has been selected as the destination Target Bone. As the arm rotates, the Bone Driven Controller node uses the arm bone motion to drive a similar rotation of the shoulder pad bone, to avoid the geometry intersection when no motion occurs on the shoulder pad bone.

bone driven controller node disabled

bone driven controller node enabled

Disabled Bone Driven Controller

Enabled Bone Driven Controller

Set Up

The Bone Driven Controller node operates within Component Space, so a space conversion will need to occur to implement the node within your character's Animation Blueprint.

With the Alpha property or pin, you can control the degree of the applied driven motion on the generated output pose. A value of 1 will fully use the generated output pose, while a value of 0 will output the source pose.

In the Detail panel of the Bone Driven Controller node, you first declare the Source Bone. Then in the Source Component Property, you can select the kind of motion (Translation, Rotation or Scale), and on what axis (X, Y or Z) you want to use from the Source Bone as the motion to drive the target object's motion.

source bone properties in the details panel

With the Multiplier property you can declare a set value with which to multiply the Source Bone motion as it drives the target object.

miltiplier properties in the details panel

If the Multiplier property is a value of 0, no motion will occur. The Multiplier property is ignored when a Driving Curve is selected.

You can assign a curve to modify the Source Bone motion within the Driving Curve property. Curves can provide more precise control over how the Source Bone's motion data is used to drive the target object.

curve maping properties in the details panel

If the Destination Mode property is set to Bone, an applied motion type must be defined. You can define how the Source Bone motion drives the Target Bone, by toggling the different axis of motion in the Translation, Rotation and Scale properties. You can enable any combination of these properties, and the source bone motion data will be applied to each additively.

motion properties attributes values axis axes translation rotation scale in the details panel

If there are no applied motion types selected, no motion will occur.

Debug

When a Bone Driven Controller node is selected in the AnimGraph, a debug object will be drawn in the Viewport window to indicate the associated objects. A blue line will be drawn connecting the Source Bone to the target object, and a green cone will be drawn on the blue line pointed in the direction of the target object.

bone driven controller displays a blue line conecting source and target bones with a green cone pointing twords the target bone when the node is selected in the animgraph for debug

Property Reference

details panel bone driven controller node

Here you can reference a list of the Bone Driven Controller node's properties.

Property

Description

Source Bone

Select the bone that will be used as the controller to drive the target object.

Source Component

Select which motion component from the Source Bone will be used to drive the target object.

You can select any axis (X, Y, Z) from the source object's Transform, Rotation and Scale components.

Driving Curve

Here you can select a curve to map the Source Bone attribute to the target object attributes. If no curve is selected, the Bone Driven Controller node will default to using the Multiplier property to determine the degree of effect the Source Bone attribute has on the target object attributes.

Remap Source

If enabled, the Bone Drive Controller node will clamp the Source Bone attribute and remap them to the curve before scaling the values.

Multiplier

Applies the assigned value as a multiplier to the Source Bone attribute to drive the target object.

Destination Mode

Select the type of object the Source Bone motion will drive. You can choose another another Bone, Morph Target or Material Parameter.

Target Bone

When Bone is selected in the Destination Mode property, you can select a bone to drive with the Source Bone.

Target Component Space

Here you can reference the Target Bone's component space.

Modification Mode

Toggle any of the Translation axes (X, Y, Z) you want driven by the Source Bone.

Translation

Toggle any of the Translation axes (X, Y, Z) you want driven by the Source Bone.

Rotation

Toggle any of the Rotation axes (X, Y, Z) you want driven by the Source Bone.

Scale

Toggle any of the Scale axes (X, Y, Z) you want driven by the Source Bone.

Modification Mode

Here you can select the method in which the Bone Driven Controller node will drive the Target Bone.

  • Add to Input: Will add the driven attribute values to the existing input attribute values.

  • Replace Component: Replaces the input attribute values with the driven attribute values.

  • Add to Reference Pose: Adds the driven attribute values to the character's reference pose.

Parameter Name

When the Destination Mode property is set to Morph Target or a Material Parameter, you can specify which object you want to drive with the Source Bone, by typing the name of the object in the property's field.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Cancel