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.