UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAnimNode_ModifyBone Struct Reference

#include <AnimNode_ModifyBone.h>

+ Inheritance diagram for FAnimNode_ModifyBone:

Public Member Functions

ANIMGRAPHRUNTIME_API FAnimNode_ModifyBone ()
 
virtual ANIMGRAPHRUNTIME_API void GatherDebugData (FNodeDebugData &DebugData) override
 
virtual ANIMGRAPHRUNTIME_API void EvaluateSkeletalControl_AnyThread (FComponentSpacePoseContext &Output, TArray< FBoneTransform > &OutBoneTransforms) override
 
virtual ANIMGRAPHRUNTIME_API bool IsValidToEvaluate (const USkeleton *Skeleton, const FBoneContainer &RequiredBones) override
 
- Public Member Functions inherited from FAnimNode_SkeletalControlBase
 FAnimNode_SkeletalControlBase ()
 
virtual ~FAnimNode_SkeletalControlBase ()
 
virtual ANIMGRAPHRUNTIME_API void Initialize_AnyThread (const FAnimationInitializeContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void Update_AnyThread (const FAnimationUpdateContext &Context) final
 
virtual ANIMGRAPHRUNTIME_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output) final
 
virtual int32 GetLODThreshold () const override
 
ANIMGRAPHRUNTIME_API void SetAlpha (float InAlpha)
 
ANIMGRAPHRUNTIME_API float GetAlpha () const
 
ANIMGRAPHRUNTIME_API void InitializeAndValidateBoneRef (FBoneReference &BoneRef, const FBoneContainer &RequiredBones)
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void Evaluate_AnyThread (FPoseContext &Output)
 
virtual bool CanUpdateInWorkerThread () const
 
virtual bool HasPreUpdate () const
 
virtual void PreUpdate (const UAnimInstance *InAnimInstance)
 
virtual bool NeedsDynamicReset () const
 
virtual ENGINE_API void ResetDynamics (ETeleportType InTeleportType)
 
virtual void PostCompile (const class USkeleton *InSkeleton)
 
virtual bool NeedsOnInitializeAnimInstance () const
 
virtual ~FAnimNode_Base ()
 
virtual void ResetDynamics ()
 
virtual bool WantsSkippedUpdates () const
 
virtual void OnUpdatesSkipped (TArrayView< const FAnimationUpdateContext * > SkippedUpdateContexts)
 
virtual void OverrideAsset (class UAnimationAsset *NewAsset)
 
ENGINE_API const FExposedValueHandlerGetEvaluateGraphExposedInputs () const
 
void SetExposedValueHandler (const FExposedValueHandler *Handler)
 
int32 GetNodeIndex () const
 
const IAnimClassInterfaceGetAnimClassInterface () const
 

Public Attributes

FBoneReference BoneToModify
 
FVector Translation
 
FRotator Rotation
 
FVector Scale
 
TEnumAsByte< EBoneModificationModeTranslationMode
 
TEnumAsByte< EBoneModificationModeRotationMode
 
TEnumAsByte< EBoneModificationModeScaleMode
 
TEnumAsByte< enum EBoneControlSpaceTranslationSpace
 
TEnumAsByte< enum EBoneControlSpaceRotationSpace
 
TEnumAsByte< enum EBoneControlSpaceScaleSpace
 
- Public Attributes inherited from FAnimNode_SkeletalControlBase
FComponentSpacePoseLink ComponentPose
 
int32 LODThreshold
 
float ActualAlpha
 
EAnimAlphaInputType AlphaInputType
 
bool bAlphaBoolEnabled
 
float Alpha
 
FInputScaleBias AlphaScaleBias
 
FInputAlphaBoolBlend AlphaBoolBlend
 
FName AlphaCurveName
 
FInputScaleBiasClamp AlphaScaleBiasClamp
 

Additional Inherited Members

- Protected Member Functions inherited from FAnimNode_SkeletalControlBase
virtual ANIMGRAPHRUNTIME_API void UpdateInternal (const FAnimationUpdateContext &Context)
 
virtual ANIMGRAPHRUNTIME_API void UpdateComponentPose_AnyThread (const FAnimationUpdateContext &Context)
 
virtual ANIMGRAPHRUNTIME_API void EvaluateComponentPose_AnyThread (FComponentSpacePoseContext &Output)
 
virtual ANIMGRAPHRUNTIME_API void EvaluateComponentSpaceInternal (FComponentSpacePoseContext &Context)
 
ANIMGRAPHRUNTIME_API void AddDebugNodeData (FString &OutDebugData)
 
- Protected Member Functions inherited from FAnimNode_Base
template<typename DataType >
const DataType & GetData (UE::Anim::FNodeDataId InId, const UObject *InObject=nullptr) const
 
template<typename DataType >
DataType * GetInstanceDataPtr (UE::Anim::FNodeDataId InId, UObject *InObject=nullptr)
 
ENGINE_API bool IsLODEnabled (FAnimInstanceProxy *AnimInstanceProxy)
 
virtual ENGINE_API void OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance)
 

Detailed Description

Simple controller that replaces or adds to the translation/rotation of a single bone.

Constructor & Destructor Documentation

◆ FAnimNode_ModifyBone()

FAnimNode_ModifyBone::FAnimNode_ModifyBone ( )

Member Function Documentation

◆ EvaluateSkeletalControl_AnyThread()

void FAnimNode_ModifyBone::EvaluateSkeletalControl_AnyThread ( FComponentSpacePoseContext Output,
TArray< FBoneTransform > &  OutBoneTransforms 
)
overridevirtual

Reimplemented from FAnimNode_SkeletalControlBase.

◆ GatherDebugData()

void FAnimNode_ModifyBone::GatherDebugData ( FNodeDebugData DebugData)
overridevirtual

Called to gather on-screen debug data. This is called on the game thread.

Parameters
DebugDataDebug data structure used to output any relevant data

Reimplemented from FAnimNode_Base.

◆ IsValidToEvaluate()

bool FAnimNode_ModifyBone::IsValidToEvaluate ( const USkeleton Skeleton,
const FBoneContainer RequiredBones 
)
overridevirtual

Reimplemented from FAnimNode_SkeletalControlBase.

Member Data Documentation

◆ BoneToModify

FBoneReference FAnimNode_ModifyBone::BoneToModify

Name of bone to control. This is the main bone chain to modify from.

◆ Rotation

FRotator FAnimNode_ModifyBone::Rotation

New rotation of bone to apply.

◆ RotationMode

TEnumAsByte<EBoneModificationMode> FAnimNode_ModifyBone::RotationMode

Whether and how to modify the translation of this bone.

◆ RotationSpace

TEnumAsByte<enum EBoneControlSpace> FAnimNode_ModifyBone::RotationSpace

Reference frame to apply Rotation in.

◆ Scale

FVector FAnimNode_ModifyBone::Scale

New Scale of bone to apply. This is only worldspace.

◆ ScaleMode

TEnumAsByte<EBoneModificationMode> FAnimNode_ModifyBone::ScaleMode

Whether and how to modify the translation of this bone.

◆ ScaleSpace

TEnumAsByte<enum EBoneControlSpace> FAnimNode_ModifyBone::ScaleSpace

Reference frame to apply Scale in.

◆ Translation

FVector FAnimNode_ModifyBone::Translation

New translation of bone to apply.

◆ TranslationMode

TEnumAsByte<EBoneModificationMode> FAnimNode_ModifyBone::TranslationMode

Whether and how to modify the translation of this bone.

◆ TranslationSpace

TEnumAsByte<enum EBoneControlSpace> FAnimNode_ModifyBone::TranslationSpace

Reference frame to apply Translation in.


The documentation for this struct was generated from the following files: