UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AnimNode_HandIKRetargeting.h
Go to the documentation of this file.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "
CoreMinimal.h
"
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#include "
UObject/ObjectMacros.h
"
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#include "
BoneContainer.h
"
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#include "
BonePose.h
"
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#include "
BoneControllers/AnimNode_SkeletalControlBase.h
"
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#include "AnimNode_HandIKRetargeting.generated.h"
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class
USkeletalMeshComponent;
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USTRUCT
(BlueprintInternalUseOnly)
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struct
FAnimNode_HandIKRetargeting
:
public
FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY
()
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UPROPERTY
(EditAnywhere, Category =
"HandIKRetargeting"
)
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FBoneReference
RightHandFK;
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UPROPERTY
(EditAnywhere, Category = "
HandIKRetargeting
")
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FBoneReference
LeftHandFK;
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UPROPERTY
(EditAnywhere, Category = "
HandIKRetargeting
")
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FBoneReference
RightHandIK;
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UPROPERTY
(EditAnywhere, Category = "
HandIKRetargeting
")
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FBoneReference
LeftHandIK;
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UPROPERTY
(EditAnywhere, Category = "
HandIKRetargeting
")
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TArray
<
FBoneReference
> IKBonesToMove;
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// Alpha values per axis to apply on the resulting retargeting translation
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UPROPERTY
(EditAnywhere, BlueprintReadWrite, Category = "
HandIKRetargeting
", meta = (PinHiddenByDefault))
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FVector
PerAxisAlpha;
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UPROPERTY
(EditAnywhere, BlueprintReadWrite, Category = "
HandIKRetargeting
", meta = (PinShownByDefault))
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float
HandFKWeight;
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ANIMGRAPHRUNTIME_API
FAnimNode_HandIKRetargeting
();
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// FAnimNode_Base interface
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ANIMGRAPHRUNTIME_API
virtual
void
GatherDebugData(
FNodeDebugData
& DebugData)
override
;
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// End of FAnimNode_Base interface
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// FAnimNode_SkeletalControlBase interface
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ANIMGRAPHRUNTIME_API
virtual
void
EvaluateSkeletalControl_AnyThread(
FComponentSpacePoseContext
&
Output
,
TArray
<
FBoneTransform
>&
OutBoneTransforms
)
override
;
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ANIMGRAPHRUNTIME_API
virtual
bool
IsValidToEvaluate(const
USkeleton
*
Skeleton
, const
FBoneContainer
& RequiredBones)
override
;
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// End of FAnimNode_SkeletalControlBase interface
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private
:
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// FAnimNode_SkeletalControlBase interface
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ANIMGRAPHRUNTIME_API
virtual
void
InitializeBoneReferences(const
FBoneContainer
& RequiredBones)
override
;
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// End of FAnimNode_SkeletalControlBase interface
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};
AnimNode_SkeletalControlBase.h
BoneContainer.h
BonePose.h
CoreMinimal.h
StaticCastSharedRef
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition
SharedPointer.h:127
ObjectMacros.h
UPROPERTY
#define UPROPERTY(...)
UObject definition macros.
Definition
ObjectMacros.h:744
USTRUCT
#define USTRUCT(...)
Definition
ObjectMacros.h:746
GENERATED_USTRUCT_BODY
#define GENERATED_USTRUCT_BODY(...)
Definition
ObjectMacros.h:767
EUserSceneTextureEvent::Output
@ Output
ESkeletalMeshAsyncProperties::Skeleton
@ Skeleton
TArray
Definition
Array.h:670
USkeleton
Definition
Skeleton.h:295
FAnimNode_HandIKRetargeting
Definition
AnimNode_HandIKRetargeting.h:23
FAnimNode_SkeletalControlBase
Definition
AnimNode_SkeletalControlBase.h:22
FBoneContainer
Definition
BoneContainer.h:192
FBoneReference
Definition
BoneReference.h:14
FBoneTransform
Definition
BonePose.h:16
FComponentSpacePoseContext
Definition
AnimNodeBase.h:600
FNodeDebugData
Definition
AnimNodeBase.h:642
UE::Math::TVector< double >
Engine
Source
Runtime
AnimGraphRuntime
Public
BoneControllers
AnimNode_HandIKRetargeting.h
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