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| FAnimNode_Base
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Module |
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Header |
/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/AnimNodes/AnimNode_IKRig.h |
Include |
#include "AnimNodes/AnimNode_IKRig.h" |
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_IKRig : public FAnimNode_CustomProperty
Name | Description | ||
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float |
Alpha |
Current strength of the skeletal control. |
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AlphaBoolBlend |
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AlphaCurveName |
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AlphaInputType |
Alpha value handler |
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AlphaScaleBias |
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AlphaScaleBiasClamp |
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bAlphaBoolEnabled |
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bDriveWithSourceAsset |
When true, goals will use the current transforms stored in the IK Rig Definition asset itself |
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bEnableDebugDraw |
Toggle debug drawing of goals when node is selected. |
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bStartFromRefPose |
Optionally ignore the input pose and start from the reference pose each solve |
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float |
DebugScale |
Adjust size of debug drawing. |
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Goals |
The input goal transforms used by the IK Rig solvers. |
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TObjectPtr< UIK... |
RigDefinitionAsset |
The IK rig to use to modify the incoming source pose. |
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Source |
The input pose to start the IK solve relative to. |
Name | Description | |
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FAnimNode_IKRig() |
Name | Description | ||
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SetProcessorNeedsInitialized() |
Force reinitialization |
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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HasPreUpdate() |
Override this to indicate that PreUpdate() should be called on the game thread (usually to gather non-thread safe data) before Update() is called. |
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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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PreUpdate ( |
Override this to perform game-thread work prior to non-game thread Update() being called |
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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |
Name |
Description |
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UpdateFunction |
Cached functions used to update goals using custom properties to avoid looking for then when evaluating |