Transform Bone

Describes the Transform (Modify) Bone skeletal control node which can be used to modify the transform of a specified bone.

On this page

You can use the Transform (Modify) Bone Animation Blueprint node to transform (Translation, Rotation, and Scale) a specified bone.

transform bone animation blueprint node

After selecting a bone to control with the Bone to Modify property, you can select the kind of transform mode within the Translation, Rotation, and Scale property sections. Here the character's upperarm_l has been selected and additive transforms are being made using the controller in the viewport.

transform modify bone animation blueprint node demo

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

Property Reference

transform bone animation blueprint node details panel

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

Property

Description

Bone To Modify

Select a bone from the character's skeleton to control with the Transform Bone node.

Translation

Control the translation of the selected bone. By default the translation coordinates are controllable in the AnimGraph.

With the Translation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing translation on the bone, Replace Existing to replace any translation on the bone with the translation the node is performing, and Add to Existing which will add the Transform Bone's translation to any existing Translation on the bone.

You can also set the Translation Space of the node to control the space the translation is applied. You can set the following options:

  • World Space: Applies the translation based on the absolute position in world space.

  • Component Space: Applies the translation based on the bones position in relation to the Skeletal Mesh's reference frame.

  • Parent Bone Space: Applies the translation based on the bones position in relation to its parent bone.

  • Bone Space: Applies the translation based on the bone's own reference frame.

Rotation

Control the rotation of the selected bone. By default the rotation coordinates are controllable in the AnimGraph.

With the Rotation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing rotation on the bone, Replace Existing to replace any rotation on the bone with the rotation the node is performing, and Add to Existing which will add the Transform Bone's rotation to any existing rotation on the bone.

You can also set the Rotation Space of the node to control the space the rotation is applied. You can set the following options:

  • World Space: Applies the rotation based on the absolute position in world space.

  • Component Space: Applies the rotation based on the bones position in relation to the Skeletal Mesh's reference frame.

  • Parent Bone Space: Applies the rotation based on the bones position in relation to its parent bone.

  • Bone Space: Applies the rotation based on the bone's own reference frame.

Scale

Control the scale of the selected bone. By default the scale coordinates are controllable in the AnimGraph.

With the Scale Mode property you can set the node to Ignore the modifications made by the node, retaining any existing scale on the bone, Replace Existing to replace any scale on the bone with the scale the node is performing, and Add to Existing which will add the Transform Bone's scale to any existing scale on the bone.

You can also set the Scale Space of the node to control the space the scale is applied. You can set the following options:

  • World Space: Applies the scale based on the absolute position in world space.

  • Component Space: Applies the scale based on the bones position in relation to the Skeletal Mesh's reference frame.

  • Parent Bone Space: Applies the scale based on the bones position in relation to its parent bone.

  • Bone Space: Applies the scale based on the bone's own reference frame.

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