UAnimGraphNode_TwistCorrectiveNode

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

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

   
Module AnimGraph
Header /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h
Include #include "AnimGraphNode_TwistCorrectiveNode.h"

Syntax

class UAnimGraphNode_TwistCorrectiveNode : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)  

Remarks

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

Variables

Type Name Description
FAnimNode_Twist... Node  

Constructors

Type Name Description
  UAnimGraphNode_TwistCorrectiveNode ( const FObjectInitializer& ObjectIn... )  

Overridden from UAnimGraphNode_SkeletalControlBase

Type Name Description
FText GetControllerDescription () Returns the short descriptive name of the controller.
const FAnimN... GetNode ()  

Overridden from UAnimGraphNode_Base

Type Name Description
void ValidateAnimNodeDuringCompilation ( USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UEdGraphNode

Type Name Description
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node

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