#include <AnimNode_Inertialization.h>
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| PRAGMA_DISABLE_DEPRECATION_WARNINGS virtual ENGINE_API void | StartInertialization (FPoseContext &Context, FInertializationPose &PreviousPose1, FInertializationPose &PreviousPose2, float Duration, TArrayView< const float > DurationPerBone, FInertializationPoseDiff &OutPoseDiff) |
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| virtual ENGINE_API void | ApplyInertialization (FPoseContext &Context, const FInertializationPoseDiff &PoseDiff, float ElapsedTime, float Duration, TArrayView< const float > DurationPerBone) |
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| template<typename DataType > |
| const DataType & | GetData (UE::Anim::FNodeDataId InId, const UObject *InObject=nullptr) const |
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| template<typename DataType > |
| DataType * | GetInstanceDataPtr (UE::Anim::FNodeDataId InId, UObject *InObject=nullptr) |
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| ENGINE_API bool | IsLODEnabled (FAnimInstanceProxy *AnimInstanceProxy) |
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| virtual int32 | GetLODThreshold () const |
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| virtual ENGINE_API void | OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance) |
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◆ FAnimNode_Inertialization() [1/3]
◆ ~FAnimNode_Inertialization()
| FAnimNode_Inertialization::~FAnimNode_Inertialization |
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◆ FAnimNode_Inertialization() [2/3]
◆ FAnimNode_Inertialization() [3/3]
◆ ApplyInertialization()
◆ CacheBones_AnyThread()
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.
- Parameters
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| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ Evaluate_AnyThread()
Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.
- Parameters
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| Output | Output structure to write pose or curve data to. Also provides access to relevant data as a context. |
Reimplemented from FAnimNode_Base.
◆ 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.
◆ GetSkeleton()
◆ GetTag()
| FName FAnimNode_Inertialization::GetTag |
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◆ Initialize_AnyThread()
Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.
- Parameters
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| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ LogRequestError() [1/2]
◆ LogRequestError() [2/2]
◆ NeedsDynamicReset()
| bool FAnimNode_Inertialization::NeedsDynamicReset |
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For nodes that implement some kind of simulation, return true here so ResetDynamics() gets called when things like teleports, time skips etc. occur that might require special handling. Note that this is called at load on the UAnimInstance CDO to avoid needing to call this at runtime. This is called on the game thread.
Reimplemented from FAnimNode_Base.
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ RequestInertialization() [1/2]
◆ RequestInertialization() [2/2]
◆ ResetDynamics()
Called to help dynamics-based updates to recover correctly from large movements/teleports
Reimplemented from FAnimNode_Base.
◆ StartInertialization()
◆ Update_AnyThread()
Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.
- Parameters
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| Context | Context structure providing access to relevant data |
Reimplemented from FAnimNode_Base.
◆ Source
The documentation for this struct was generated from the following files: