FAnimNode_ControlRigBase

Animation node that allows animation ControlRig output to be used in an animation graph

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Inheritance Hierarchy

References

Module

ControlRig

Header

/Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/AnimNode_ControlRigBase.h

Include

#include "AnimNode_ControlRigBase.h"

Syntax

USTRUCT()
struct FAnimNode_ControlRigBase : public FAnimNode_CustomProperty

Remarks

Animation node that allows animation ControlRig output to be used in an animation graph

Variables

Name Description

Protected variable UProperty Transient

bool

 

bExecute

Protected variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bResetInputPoseToInitial

If this is checked the rig's pose needs to be reset to its initial prior to evaluating the rig.

Protected variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bTransferInputCurves

If this is checked the curves coming from the AnimBP will be transferred into the Control Rig.

Protected variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bTransferInputPose

If this is checked the bone pose coming from the AnimBP will be transferred into the Control Rig.

Protected variable UProperty Category, EditAnywhere, AdvancedDisplay

bool

 

bTransferPoseInGlobalSpace

Transferring the pose in global space guarantees a global pose match, while transferring in local space ensures a match of the local transforms.

Protected variable

TArray< TPair< ...

 

ControlRigBoneInputMappingByIndex

Complete mapping from skeleton to control rig bone index

Protected variable

TMap< FName, ui...

 

ControlRigBoneInputMappingByName

Rig Hierarchy bone name to required array index mapping

Protected variable

TArray< TPair< ...

 

ControlRigBoneOutputMappingByIndex

Protected variable

TMap< FName, ui...

 

ControlRigBoneOutputMappingByName

Protected variable

TArray< TPair< ...

 

ControlRigCurveMappingByIndex

Complete mapping from skeleton to curve index

Protected variable

TMap< FName, ui...

 

ControlRigCurveMappingByName

Rig Curve name to Curve LUI mapping

Protected variable UProperty Category, EditAnywhere, AdvancedDisplay

TArray< FBoneRe...

 

InputBonesToTransfer

An inclusive list of bones to transfer as part of the input pose transfer phase.

Protected variable UProperty Transient

FControlRigIOSe...

 

InputSettings

Protected variable

TMap< FName, in...

 

InputToControlIndex

Protected variable

TMap< FName, ui...

 

InputToCurveMappingUIDs

Protected variable

float

 

InternalBlendAlpha

The below is alpha value support for control rig.

Protected variable UProperty Transient

TWeakObjectPtr<...

 

NodeMappingContainer

Node Mapping Container

Protected variable UProperty Transient

FControlRigIOSe...

 

OutputSettings

Protected variable UProperty Category, EditAnywhere

FPoseLink

 

Source

Constructors

Name Description

Public function

FAnimNode_ControlRigBase()

Functions

Name Description

Protected function Virtual

bool

 

CanExecute()

Protected function

void

 

ExecuteControlRig

(
    FPoseContext& InOutput
)

Execute control rig on the input pose and outputs the result

Public function Virtual Const

UControlRig ...

 

GetControlRig()

Return Control Rig of current object

Protected function Const

void

 

QueueControlRigDrawInstructions

(
    UControlRig* ControlRig,
    FAnimInstanceProxy* Proxy
)

Protected function Virtual

void

 

UpdateInput

(
    UControlRig* ControlRig,
    const FPoseContext& InOutput
)

Update input/output to control rig

Protected function Virtual

void

 

UpdateOutput

(
    UControlRig* ControlRig,
    FPoseContext& InOutput
)

Overridden from FAnimNode_CustomProperty

Name Description

Protected function Virtual Const

UClass *

 

GetTargetClass()

Get Target Class

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

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Called when the node first runs.

Public function Virtual Const

bool

 

NeedsOnInitializeAnimInstance()

For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here.

Public function Virtual

void

 

OnInitializeAnimInstance

(
    const FAnimInstanceProxy* InPr...,
    const UAnimInstance* InAnimIns...
)

Called once, from game thread as the parent anim instance is created

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

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