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| FAnimNode_Base
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Module |
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Header |
/Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/AnimNode_ControlRig.h |
Include |
#include "AnimNode_ControlRig.h" |
USTRUCT()
struct FAnimNode_ControlRig : public FAnimNode_ControlRigBase
Animation node that allows animation ControlRig output to be used in an animation graph
Name | Description | ||
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RefPoseSetterHash |
A hash to encode the pointer to anim instance, an. |
Name | Description | |
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FAnimNode_ControlRig() |
Name | Description | |
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~FAnimNode_ControlRig() |
Name | Description | ||
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GetIOMapping |
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PostSerialize ( |
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SetIOMapping |
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UpdateControlRigRefPoseIfNeeded ( |
Helper function to update the initial ref pose within the Control Rig if needed. |
Name | Description | ||
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UControlRig ... |
GetControlRig() |
Return Control Rig of current object |
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UpdateInput ( |
Update input/output to control rig |
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UpdateOutput ( |
Name | Description | ||
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UClass * |
GetTargetClass() |
Get Target Class |
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InitializeProperties |
Initialize property links from the source instance, in this case AnimInstance Compiler creates those properties during compile time |
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PropagateInputProperties ( |
Propagate the Source Instances' properties to Target Instance |
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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GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
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GetLODThreshold() |
Get the LOD threshold at which this node is enabled. |
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Initialize_AnyThread ( |
Called when the node first runs. |
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OnInitializeAnimInstance ( |
Called once, from game thread as the parent anim instance is created |
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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |