#include <AnimNode_Trail.h>
◆ FAnimNode_Trail()
| FAnimNode_Trail::FAnimNode_Trail |
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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.
◆ 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_SkeletalControlBase.
◆ IsValidToEvaluate()
◆ PostLoad()
| void FAnimNode_Trail::PostLoad |
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◆ UpdateInternal()
◆ bActorSpaceFakeVel
| uint8 FAnimNode_Trail::bActorSpaceFakeVel |
Whether 'fake' velocity should be applied in actor or world space.
◆ BaseJoint
Base Joint to calculate velocity from. If none, it will use Component's World Transform. .
◆ bHadValidStrength
| uint8 FAnimNode_Trail::bHadValidStrength |
Did we have a non-zero ControlStrength last frame.
◆ bInvertChainBoneAxis
| uint8 FAnimNode_Trail::bInvertChainBoneAxis |
Invert the direction specified in ChainBoneAxis.
◆ bLimitRotation
| uint8 FAnimNode_Trail::bLimitRotation |
Limit the amount that a bone can stretch from its ref-pose length.
◆ bLimitStretch
| uint8 FAnimNode_Trail::bLimitStretch |
Limit the amount that a bone can stretch from its ref-pose length.
◆ bReorientParentToChild
| uint8 FAnimNode_Trail::bReorientParentToChild |
Fix up rotation to face child for the parent
◆ bUsePlanarLimit
| uint8 FAnimNode_Trail::bUsePlanarLimit |
Whether to evaluate planar limits
◆ ChainBoneAxis
Axis of the bones to point along trail.
◆ ChainLength
| int32 FAnimNode_Trail::ChainLength |
Number of bones above the active one in the hierarchy to modify. ChainLength should be at least 2.
◆ FakeVelocity
| FVector FAnimNode_Trail::FakeVelocity |
'Fake' velocity applied to bones.
◆ LastBoneRotationAnimAlphaBlend
| float FAnimNode_Trail::LastBoneRotationAnimAlphaBlend |
◆ MaxDeltaTime
| float FAnimNode_Trail::MaxDeltaTime |
To avoid hitches causing stretch of trail, you can use MaxDeltaTime to clamp the long delta time. If you want 30 fps to set it to 0.03333f ( = 1/30 ).
◆ OldBaseTransform
LocalToWorld used last frame, used for building transform between frames.
◆ PerJointTrailData
◆ PlanarLimits
List of available planar limits for this node
◆ RelaxationSpeedScale
| float FAnimNode_Trail::RelaxationSpeedScale |
◆ RelaxationSpeedScaleInputProcessor
◆ RotationLimits
◆ RotationOffsets
◆ StretchLimit
| float FAnimNode_Trail::StretchLimit |
If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
◆ ThisTimstep
| float FAnimNode_Trail::ThisTimstep |
Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms.
◆ TrailBone
Reference to the active bone in the hierarchy to modify.
◆ TrailBoneLocations
Component-space locations of the bones from last frame. Each frame these are moved towards their 'animated' locations.
◆ TrailRelaxationSpeed
How quickly we 'relax' the bones to their animated positions. Time 0 will map to top root joint, time 1 will map to the bottom joint.
The documentation for this struct was generated from the following files: