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Namespace UE4.AnimGraphRuntime

Classes

AnimCustomInstance

Anim Custom Instance

AnimNotify_PlayMontageNotify

UAnimNotify_PlayMontageNotify

AnimNotify_PlayMontageNotifyWindow

UAnimNotify_PlayMontageNotifyWindow

AnimSequencerInstance

Anim Sequencer Instance

KismetAnimationLibrary

Kismet Animation Library

PlayMontageCallbackProxy

Play Montage Callback Proxy

Structs

AngularRangeLimit

Angular Range Limit

AnimLegIKData

Runtime foot data after validation, we guarantee these bones to exist

AnimLegIKDefinition

Per foot definitions

AnimNode_AimOffsetLookAt

This node uses a source transform of a socket on the skeletal mesh to automatically calculate Yaw and Pitch directions for a referenced aim offset given a point in the world to look at.

AnimNode_AnimDynamics

Anim Node Anim Dynamics

AnimNode_ApplyAdditive

Anim Node Apply Additive

AnimNode_ApplyLimits

Anim Node Apply Limits

AnimNode_BlendBoneByChannel

Anim Node Blend Bone by Channel

AnimNode_BlendListBase

Blend list node; has many children

AnimNode_BlendListByBool

This node is effectively a 'branch', picking one of two input poses based on an input Boolean value

AnimNode_BlendListByEnum

Blend List by Enum, it changes based on enum input that enters

AnimNode_BlendListByInt

Blend list node; has many children

AnimNode_BlendSpaceEvaluator

Evaluates a point in a blendspace, using a specific time input rather than advancing time internally.

AnimNode_BlendSpacePlayer

@TODO: Comment

AnimNode_BoneDrivenController

This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)

AnimNode_CCDIK

Anim Node CCDIK

AnimNode_Constraint

Constraint node to parent or world transform for rotation/translation

AnimNode_CopyBone

Simple controller to copy a bone's transform to another one.

AnimNode_CopyBoneDelta

Simple controller to copy a transform relative to the ref pose to the target bone,

AnimNode_CopyPoseFromMesh

Simple controller to copy a bone's transform to another one.

AnimNode_CurveSource

Supply curves from some external source (e.g. audio)

AnimNode_Fabrik

Controller which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details

AnimNode_HandIKRetargeting

Node to handle re-targeting of Hand IK bone chain.

AnimNode_LayeredBoneBlend

Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets

AnimNode_LegIK

Anim Node Leg IK

AnimNode_LookAt

Simple controller that make a bone to look at the point or another bone

AnimNode_MakeDynamicAdditive

Anim Node Make Dynamic Additive

AnimNode_MeshSpaceRefPose

Anim Node Mesh Space Ref Pose

AnimNode_ModifyBone

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

AnimNode_ModifyCurve

Easy way to modify curve values on a pose

AnimNode_MultiWayBlend

This represents a baked transition

AnimNode_ObserveBone

Debugging node that displays the current value of a bone in a specific space.

AnimNode_PoseBlendNode

Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.

AnimNode_PoseByName

Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.

AnimNode_PoseDriver

RBF based orientation driver

AnimNode_PoseHandler

Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.

AnimNode_PoseSnapshot

Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot

AnimNode_RandomPlayer

Anim Node Random Player

AnimNode_RefPose

RefPose pose nodes - ref pose or additive RefPose pose

AnimNode_ResetRoot

Anim Node Reset Root

AnimNode_RigidBody

Controller that simulates physics based on the physics asset of the skeletal mesh component

AnimNode_Root

Root node of an animation tree (sink)

AnimNode_RotateRootBone

@TODO: Comment

AnimNode_RotationMultiplier

Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.

AnimNode_RotationOffsetBlendSpace

@TODO: Comment

AnimNode_ScaleChainLength

Scale the length of a chain of bones.

AnimNode_SequenceEvaluator

Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.

AnimNode_SkeletalControlBase

Anim Node Skeletal Control Base

AnimNode_Slot

An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.

AnimNode_SplineIK

Anim Node Spline IK

AnimNode_SpringBone

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

AnimNode_StateResult

Root node of an state machine state (sink node).

AnimNode_Trail

Trail Controller

AnimNode_TwistCorrectiveNode

This is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve

AnimNode_TwoBoneIK

Simple 2 Bone IK Controller.

AnimNode_TwoWayBlend

This represents a baked transition

AnimPhysConstraintSetup

Constraint setup struct, holds data required to build a physics constraint

AnimPhysPlanarLimit

Anim Phys Planar Limit

AnimPhysSphericalLimit

Anim Phys Spherical Limit

AnimSequencerInstanceProxy

Proxy override for this UAnimInstance-derived class

BlendBoneByChannelEntry

Blend Bone by Channel Entry

BoneSocketTarget

Bone Socket Target

Constraint

Constraint Set up

IKChain

IKChain

IKChainLink

IKChain Link

PoseDriverTarget

Information about each target in the PoseDriver

PoseDriverTransform

Translation and rotation for a particular bone at a particular target

RandomPlayerSequenceEntry

The random player node holds a list of sequences and parameter ranges which will be played continuously In a random order.

RBFEntry

Struct storing a particular entry within the RBF

RBFParams

Parameters used by RBF solver

RBFTarget

Data about a particular target in the RBF, including scaling factor

ReferenceBoneFrame

Reference Bone Frame

RotationLimit

Rotation Limit

SocketReference

Socket Reference

SplineIKCachedBoneData

Data cached per bone in the chain

Enums

AnimPhysAngularConstraintType

Supported angular constraint types

AnimPhysLinearConstraintType

Supported linear axis constraints

AnimPhysSimSpaceType

Anim Phys Sim Space Type

CopyBoneDeltaMode

Copy Bone Delta Mode

EBoneModificationMode

EBone Modification Mode

EConstraintOffsetOption

Enum value to describe how you'd like to maintain offset

EDrivenBoneModificationMode

The type of modification to make to the destination component(s)

EDrivenDestinationMode

Type of destination value to drive

EInterpolationBlend

Various ways to interpolate TAlphaBlend.

EModifyCurveApplyMode

EModify Curve Apply Mode

EPoseDriverOutput

Options for what PoseDriver should be driving

EPoseDriverSource

Transform aspect used to drive interpolation

EPoseDriverType

Deprecated

ERBFDistanceMethod

Method for determining distance from input to targets

ERBFFunctionType

Function to use for each target falloff

ERefPoseType

ERef Pose Type

EScaleChainInitialLength

EScale Chain Initial Length

ESequenceEvalReinit

ESequence Eval Reinit

ESimulationSpace

Determines in what space the simulation should run

ESnapshotSourceMode

How to access the snapshot

ESphericalLimitType

Whether spheres keep bodies inside, or outside of their shape

ESplineBoneAxis

The different axes we can align our bones to.

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