FAnimNode_Constraint

Constraint node to parent or world transform for rotation/translation

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Constraint.h

Include

#include "BoneControllers/AnimNode_Constraint.h"

Syntax

struct FAnimNode_Constraint : public FAnimNode_SkeletalControlBase

Remarks

Constraint node to parent or world transform for rotation/translation

Variables

Name Description

Public variable

FBoneReference

 

BoneToModify

Name of bone to control. This is the main bone chain to modify from.

Public variable

TArray< FConstr...

 

ConstraintSetup

List of constraints

Public variable

TArray< float >

 

ConstraintWeights

Weight data - post edit syncs up to ConstraintSetups

Constructors

Name Description

Public function

FAnimNode_Constraint()

Functions

Name Description

Public function Const

void

 

ConditionalDebugDraw

(
    FPrimitiveDrawInterface* PDI,
    USkeletalMeshComponent* MeshCo...
)

Overridden from FAnimNode_SkeletalControlBase

Name Description

Public function Virtual

void

 

EvaluateSkeletalControl_AnyThread

(
    FComponentSpacePoseContext& Output,
    TArray< FBoneTransform >& OutBoneT...
)

Evaluate the new component-space transforms for the affected bones.

Public function Virtual

bool

 

IsValidToEvaluate

(
    const USkeleton* Skeleton,
    const FBoneContainer& RequiredBone...
)

Return true if it is valid to Evaluate

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.