FAnimNode_IKRig

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Inheritance Hierarchy

References

Module

IKRig

Header

/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/AnimNodes/AnimNode_IKRig.h

Include

#include "AnimNodes/AnimNode_IKRig.h"

Syntax

USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_IKRig : public FAnimNode_CustomProperty

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

Alpha

Current strength of the skeletal control.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FInputAlphaBool...

 

AlphaBoolBlend

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FName

 

AlphaCurveName

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EAnimAlphaInput...

 

AlphaInputType

Alpha value handler

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FInputScaleBias

 

AlphaScaleBias

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FInputScaleBias...

 

AlphaScaleBiasClamp

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bAlphaBoolEnabled

Public variable

bool

 

bDriveWithSourceAsset

When true, goals will use the current transforms stored in the IK Rig Definition asset itself

Public variable UProperty Category, EditAnywhere

bool

 

bEnableDebugDraw

Toggle debug drawing of goals when node is selected.

Public variable UProperty Category, EditAnywhere

bool

 

bStartFromRefPose

Optionally ignore the input pose and start from the reference pose each solve

Public variable UProperty Category, EditAnywhere

float

 

DebugScale

Adjust size of debug drawing.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

TArray< FIKRigG...

 

Goals

The input goal transforms used by the IK Rig solvers.

Public variable UProperty Category, EditAnywhere, Meta

TObjectPtr< UIK...

 

RigDefinitionAsset

The IK rig to use to modify the incoming source pose.

Public variable UProperty Category, EditAnywhere

FPoseLink

 

Source

The input pose to start the IK solve relative to.

Constructors

Name Description

Public function

FAnimNode_IKRig()

Functions

Name Description

Public function

void

 

SetProcessorNeedsInitialized()

Force reinitialization

Overridden from FAnimNode_CustomProperty

Name Description

Protected function Virtual Const

UClass *

 

GetTargetClass()

Get Target Class

Protected function Virtual

void

 

InitializeProperties

(
    const UObject* InSourceInstanc...,
    UClass* InTargetClass
)

Initialize property links from the source instance, in this case AnimInstance Compiler creates those properties during compile time

Protected function Virtual

void

 

PropagateInputProperties

(
    const UObject* InSourceInstanc...
)

Propagate the Source Instances' properties to Target Instance

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 Const

bool

 

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.

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

 

PreUpdate

(
    const UAnimInstance* InAnimIns...
)

Override this to perform game-thread work prior to non-game thread Update() being called

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

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

Typedefs

Name

Description

UpdateFunction

Cached functions used to update goals using custom properties to avoid looking for then when evaluating