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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 |