Choose your operating system:
Windows
macOS
Linux
| FAnimNode_Base
|
Module |
|
Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h |
Include |
#include "AnimNodes/AnimNode_Mirror.h" |
struct FAnimNode_MirrorBase : public FAnimNode_Base
Name | Description | ||
---|---|---|---|
|
Source |
Name | Description | |
---|---|---|
|
FAnimNode_MirrorBase() |
Name | Description | ||
---|---|---|---|
|
GetAttributeMirroring() |
Should attributes mirror (based on the bone mirroring data in the mirror data table) |
|
|
float |
GetBlendTimeOnMirrorStateChange() |
How long to blend using inertialization when switching mirrored state. |
|
GetBoneMirroring() |
Should bones mirror. |
|
|
GetCurveMirroring() |
Should the curves mirror. |
|
|
GetMirror() |
Get Mirror State. |
|
|
UMirrorDataT... |
GetMirrorDataTable() |
Get the MirrorDataTable. |
|
GetResetChildOnMirrorStateChange() |
Whether to reset (reinitialize) the child (source) pose when the mirror state changes. |
|
|
FAnimNode_Ba... |
GetSourceLinkNode() |
This only used by custom handlers, and it is advanced feature. |
|
SetAttributeMirroring ( |
Set if attributes mirror |
|
|
SetBlendTimeOnMirrorStateChange ( |
Set how long to blend using inertialization when switching mirrored state |
|
|
SetBoneMirroring ( |
Set if bones mirror |
|
|
SetCurveMirroring ( |
Set if curves mirror |
|
|
SetMirror ( |
Set Mirror State. |
|
|
SetMirrorDataTable ( |
Set the MirrorDataTable. |
|
|
SetResetChildOnMirrorStateChange ( |
Set whether to reset (reinitialize) the child (source) pose when the mirror state changes |
|
|
SetSourceLinkNode ( |
This only used by custom handlers, and it is advanced feature. |
Name | Description | ||
---|---|---|---|
|
CacheBones_AnyThread ( |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
|
|
Evaluate_AnyThread ( |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
|
|
GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
|
|
Initialize_AnyThread ( |
Called when the node first runs. |
|
|
Update_AnyThread ( |
Called to update the state of the graph relative to this node. |