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| FAnimNode_Base
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Module |
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Header |
/Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/AnimNode_ControlRigBase.h |
Include |
#include "AnimNode_ControlRigBase.h" |
USTRUCT()
struct FAnimNode_ControlRigBase : public FAnimNode_CustomProperty
Animation node that allows animation ControlRig output to be used in an animation graph
Name | Description | ||
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bExecute |
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bResetInputPoseToInitial |
If this is checked the rig's pose needs to be reset to its initial prior to evaluating the rig. |
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bTransferInputCurves |
If this is checked the curves coming from the AnimBP will be transferred into the Control Rig. |
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bTransferInputPose |
If this is checked the bone pose coming from the AnimBP will be transferred into the Control Rig. |
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bTransferPoseInGlobalSpace |
Transferring the pose in global space guarantees a global pose match, while transferring in local space ensures a match of the local transforms. |
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ControlRigBoneInputMappingByIndex |
Complete mapping from skeleton to control rig bone index |
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ControlRigBoneInputMappingByName |
Rig Hierarchy bone name to required array index mapping |
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ControlRigBoneOutputMappingByIndex |
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ControlRigBoneOutputMappingByName |
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ControlRigCurveMappingByIndex |
Complete mapping from skeleton to curve index |
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ControlRigCurveMappingByName |
Rig Curve name to Curve LUI mapping |
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InputBonesToTransfer |
An inclusive list of bones to transfer as part of the input pose transfer phase. |
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InputSettings |
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InputToControlIndex |
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InputToCurveMappingUIDs |
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float |
InternalBlendAlpha |
The below is alpha value support for control rig. |
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TWeakObjectPtr<... |
NodeMappingContainer |
Node Mapping Container |
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OutputSettings |
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Source |
Name | Description | |
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FAnimNode_ControlRigBase() |
Name | Description | ||
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CanExecute() |
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ExecuteControlRig ( |
Execute control rig on the input pose and outputs the result |
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UControlRig ... |
GetControlRig() |
Return Control Rig of current object |
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QueueControlRigDrawInstructions ( |
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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 |
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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Initialize_AnyThread ( |
Called when the node first runs. |
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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. |
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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. |