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

#include <AnimNode_RotateRootBone.h>

+ Inheritance diagram for FAnimNode_RotateRootBone:

Public Member Functions

ANIMGRAPHRUNTIME_API FAnimNode_RotateRootBone ()
 
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) override
 
virtual ANIMGRAPHRUNTIME_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual ANIMGRAPHRUNTIME_API void GatherDebugData (FNodeDebugData &DebugData) override
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &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

FPoseLink BasePose
 
float Pitch
 
float Yaw
 
FInputScaleBiasClamp PitchScaleBiasClamp
 
FInputScaleBiasClamp YawScaleBiasClamp
 
FRotator MeshToComponent
 
bool bRotateRootMotionAttribute
 
float ActualPitch
 
float ActualYaw
 

Additional Inherited Members

- 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 int32 GetLODThreshold () const
 
virtual ENGINE_API void OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance)
 

Constructor & Destructor Documentation

◆ FAnimNode_RotateRootBone()

FAnimNode_RotateRootBone::FAnimNode_RotateRootBone ( )

Member Function Documentation

◆ CacheBones_AnyThread()

void FAnimNode_RotateRootBone::CacheBones_AnyThread ( const FAnimationCacheBonesContext Context)
overridevirtual

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
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

◆ Evaluate_AnyThread()

void FAnimNode_RotateRootBone::Evaluate_AnyThread ( FPoseContext Output)
overridevirtual

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
OutputOutput structure to write pose or curve data to. Also provides access to relevant data as a context.

Reimplemented from FAnimNode_Base.

◆ GatherDebugData()

void FAnimNode_RotateRootBone::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.

◆ Initialize_AnyThread()

void FAnimNode_RotateRootBone::Initialize_AnyThread ( const FAnimationInitializeContext Context)
overridevirtual

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
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

◆ Update_AnyThread()

void FAnimNode_RotateRootBone::Update_AnyThread ( const FAnimationUpdateContext Context)
overridevirtual

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
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

Member Data Documentation

◆ ActualPitch

float FAnimNode_RotateRootBone::ActualPitch

◆ ActualYaw

float FAnimNode_RotateRootBone::ActualYaw

◆ BasePose

FPoseLink FAnimNode_RotateRootBone::BasePose

◆ bRotateRootMotionAttribute

bool FAnimNode_RotateRootBone::bRotateRootMotionAttribute

◆ MeshToComponent

FRotator FAnimNode_RotateRootBone::MeshToComponent

◆ Pitch

float FAnimNode_RotateRootBone::Pitch

◆ PitchScaleBiasClamp

FInputScaleBiasClamp FAnimNode_RotateRootBone::PitchScaleBiasClamp

◆ Yaw

float FAnimNode_RotateRootBone::Yaw

◆ YawScaleBiasClamp

FInputScaleBiasClamp FAnimNode_RotateRootBone::YawScaleBiasClamp

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