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| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SplineIK.h |
Include |
#include "BoneControllers/AnimNode_SplineIK.h" |
struct FAnimNode_SplineIK : public FAnimNode_SkeletalControlBase
Name | Description | ||
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bAutoCalculateSpline |
The number of points in the spline if we are specifying it directly |
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BoneAxis |
Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve. |
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ControlPoints |
Transforms applied to spline points |
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EndBone |
Name of bone at the end of the spline chain. |
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float |
Offset |
The distance along the spline from the start from which bones are constrained |
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PointCount |
The number of points in the spline if we are not auto-calculating |
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float |
Roll |
Overall roll of the spline, applied on top of other rotations along the direction of the spline |
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StartBone |
Name of root bone from which the spline extends |
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float |
Stretch |
The maximum stretch allowed when fitting bones to the spline. |
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TwistBlend |
How to interpolate twist along the length of the spline |
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float |
TwistEnd |
The twist of the end bone. Twist is interpolated along the spline according to Twist Blend. |
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float |
TwistStart |
The twist of the start bone. Twist is interpolated along the spline according to Twist Blend. |
Name | Description | |
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FAnimNode_SplineIK() |
Name | Description | ||
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BuildBoneSpline ( |
Build spline from reference pose |
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float |
FindParamAtFirstSphereIntersection |
Use our linear approximation to determine the earliest intersection with a sphere |
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GatherBoneReferences ( |
Build bone references & reallocate transforms from the supplied ref skeleton |
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GetControlPoint ( |
Get specified handle transform (in component space) for the spline |
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GetNumControlPoints() |
Get the number of spline transforms we are using |
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const FSplin... |
GetSplineCurves() |
Read-only access to spline curves |
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const FSplin... |
GetTransformedSplineCurves() |
Read-only access to transformed curves |
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GetTransformedSplinePoint ( |
Get transformed spline point (in component space) for the spline |
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SetControlPoint ( |
Set specified handle transform (in component space) for the spline |
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SetControlPointLocation |
Set specified handle location (in component space) for the spline |
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SetControlPointRotation |
Set specified handle rotation (in component space) for the spline |
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SetControlPointScale |
Set specified handle scale (in component space) for the spline |
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TransformSpline() |
Transform the spline using our control points |
Name | Description | ||
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EvaluateSkeletalControl_AnyThread ( |
Evaluate the new component-space transforms for the affected bones. |
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IsValidToEvaluate ( |
Return true if it is valid to Evaluate |
Name | Description | ||
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GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
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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 |