#include <AnimNode_LayeredBoneBlend.h>
◆ FAnimNode_LayeredBoneBlend()
| FAnimNode_LayeredBoneBlend::FAnimNode_LayeredBoneBlend |
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◆ AddPose()
| void FAnimNode_LayeredBoneBlend::AddPose |
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◆ 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.
◆ GetLODThreshold()
| virtual int32 FAnimNode_LayeredBoneBlend::GetLODThreshold |
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Get the LOD level at which this node is enabled. Node is enabled if the current LOD is less than or equal to this threshold.
Reimplemented from FAnimNode_Base.
◆ 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.
◆ InvalidateCachedBoneData()
| void FAnimNode_LayeredBoneBlend::InvalidateCachedBoneData |
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◆ InvalidatePerBoneBlendWeights()
| void FAnimNode_LayeredBoneBlend::InvalidatePerBoneBlendWeights |
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◆ RemovePose()
| void FAnimNode_LayeredBoneBlend::RemovePose |
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PoseIndex | ) |
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◆ SetBlendMask()
◆ 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.
◆ UAnimGraphNode_LayeredBoneBlend
| friend class UAnimGraphNode_LayeredBoneBlend |
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◆ BasePose
| FPoseLink FAnimNode_LayeredBoneBlend::BasePose |
◆ bBlendRootMotionBasedOnRootBone
| bool FAnimNode_LayeredBoneBlend::bBlendRootMotionBasedOnRootBone |
Whether to incorporate the per-bone blend weight of the root bone when lending root motion
◆ bHasRelevantPoses
| bool FAnimNode_LayeredBoneBlend::bHasRelevantPoses |
◆ BlendMasks
The blend masks to use for our layer inputs. Allows the use of per-bone alphas. Blend masks are used when BlendMode is BlendMask.
◆ BlendMode
Whether to use branch filters or a blend mask to specify an input pose per-bone influence
◆ BlendPoses
Each layer's blended pose
◆ BlendWeights
The weights of each layer
◆ bMeshSpaceRotationBlend
| bool FAnimNode_LayeredBoneBlend::bMeshSpaceRotationBlend |
Whether to blend bone rotations in mesh space or in local space
◆ bMeshSpaceScaleBlend
| bool FAnimNode_LayeredBoneBlend::bMeshSpaceScaleBlend |
Whether to blend bone scales in mesh space or in local space
◆ bRootSpaceRotationBlend
| bool FAnimNode_LayeredBoneBlend::bRootSpaceRotationBlend |
Whether to blend bone rotations in root space or in mesh space
◆ CurrentBoneBlendWeights
◆ CurveBlendOption
How to blend the layers together
◆ CurvePoseSourceIndices
◆ DesiredBoneBlendWeights
◆ LayerSetup
Configuration for the parts of the skeleton to blend for each layer. Allows certain parts of the tree to be blended out or omitted from the pose. LayerSetup is used when BlendMode is BranchFilter.
◆ LODThreshold
| int32 FAnimNode_LayeredBoneBlend::LODThreshold |
◆ PerBoneBlendWeights
◆ RequiredBonesSerialNumber
| uint16 FAnimNode_LayeredBoneBlend::RequiredBonesSerialNumber |
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◆ SkeletonGuid
| FGuid FAnimNode_LayeredBoneBlend::SkeletonGuid |
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◆ VirtualBoneGuid
| FGuid FAnimNode_LayeredBoneBlend::VirtualBoneGuid |
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The documentation for this struct was generated from the following files: