#include <AnimNode_ApplyLimits.h>
◆ FAnimNode_ApplyLimits()
| FAnimNode_ApplyLimits::FAnimNode_ApplyLimits |
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◆ EvaluateSkeletalControl_AnyThread()
◆ GatherDebugData()
Called to gather on-screen debug data. This is called on the game thread.
- Parameters
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| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
◆ GENERATED_USTRUCT_BODY()
| FAnimNode_ApplyLimits::GENERATED_USTRUCT_BODY |
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◆ IsValidToEvaluate()
◆ NeedsOnInitializeAnimInstance()
| virtual bool FAnimNode_ApplyLimits::NeedsOnInitializeAnimInstance |
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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. Note that this is called at load on the UAnimInstance CDO to avoid needing to call this at runtime.
Reimplemented from FAnimNode_Base.
◆ OnInitializeAnimInstance()
Called once, from game thread as the parent anim instance is created
Reimplemented from FAnimNode_Base.
◆ RecalcLimits()
| void FAnimNode_ApplyLimits::RecalcLimits |
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◆ AngularOffsets
◆ AngularRangeLimits
The documentation for this struct was generated from the following files: