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| FAnimNode_Base
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Module |
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Header |
/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVRInputDevice/Public/AnimNode_SteamVRInputAnimPose.h |
Include |
#include "AnimNode_SteamVRInputAnimPose.h" |
USTRUCT(BlueprintType)
struct FAnimNode_SteamVRInputAnimPose : public FAnimNode_Base
Copyright 2019 Valve Corporation under https://opensource.org/licenses/BSD-3-Clause This code includes modifications by Epic Games. Modifications (c) Epic Games, Inc.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Custom animation node to retrieve poses from the Skeletal Input System
Name | Description | ||
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Hand |
Which hand should the animation node retrieve skeletal input values for |
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HandSkeleton |
What kind of skeleton are we dealing with |
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Mirror |
Should the pose be mirrored so it can be applied to the opposite hand |
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MotionRange |
Range of motion for the skeletal input values |
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SteamVRSkeletalTransform |
The UE4 equivalent of the SteamVR Transform values per bone |
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UE4RetargettingRefs |
SteamVR Skeleton to UE4 retargetting cache |
Name | Description | |
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FAnimNode_SteamVRInputAnimPose() |
Name | Description | ||
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CalcModelSpaceTransform ( |
Recursively calculate the model-space transform of the given bone from the local-space transforms on the given pose |
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FSteamVRInpu... |
GetSteamVRInputDevice() |
Retrieve the first active SteamVRInput device present in this game |
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PoseUE4HandSkeleton ( |
Retarget the given array of bone transforms for the SteamVR skeleton to the UE4 hand skeleton and apply it to the given FPoseContext. |
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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Initialize_AnyThread ( |
Called when the node first runs. |
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Update_AnyThread ( |
Called to update the state of the graph relative to this node. |