FAnimNodeEditMode

Base implementation for anim node edit modes

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class FAnimNodeEditMode : public [IAnimNodeEditMode](API\Editor\AnimGraph\IAnimNodeEditMode)  

Remarks

Base implementation for anim node edit modes

Variables

Type Name Description
TArray< EditorR... PoseWatchedAnimNodes  
TArray< EditorR... SelectedAnimNodes  

Constructors

Type Name Description
  FAnimNodeEditMode ()  

Functions

Type Name Description
FQuat ConvertCSRotationToBoneSpace ( const USkeletalMeshComponent* ..., FRotator& InCSRotator, FCSPose< FCompactHeapPose >& MeshB..., const FName& BoneName, const EBoneControlSpace Space ) Convert rotator in component space to bone space
FVector ConvertCSVectorToBoneSpace ( const USkeletalMeshComponent* ..., FVector& InCSVector, FCSPose< FCompactHeapPose >& MeshB..., const FBoneSocketTarget& InTarget, const EBoneControlSpace Space ) Convert drag vector in component space to bone space
FVector ConvertCSVectorToBoneSpace ( const USkeletalMeshComponent* ..., FVector& InCSVector, FCSPose< FCompactHeapPose >& MeshB..., const FName& BoneName, const EBoneControlSpace Space ) Convert drag vector in component space to bone space
void ConvertToBoneSpaceTransform ( const USkeletalMeshComponent* ..., const FTransform& InCSTransform, FTransform& OutBSTransform, int32 BoneIndex, EBoneControlSpace Space )  
void ConvertToComponentSpaceTransform ( const USkeletalMeshComponent* ..., const FTransform& InTransform, FTransform& OutCSTransform, int32 BoneIndex, EBoneControlSpace Space ) Local conversion functions for drawing
FVector ConvertWidgetLocation ( const USkeletalMeshComponent* ..., FCSPose< FCompactHeapPose >& InMes..., const FName& BoneName, const FVector& InLocation, const EBoneControlSpace Space ) Convert widget location according to bone control space
FVector ConvertWidgetLocation ( const USkeletalMeshComponent* ..., FCSPose< FCompactHeapPose >& InMes..., const FBoneSocketTarget& Target, const FVector& InLocation, const EBoneControlSpace Space ) Convert widget location according to bone control space
UAnimGraphNo... GetActiveWidgetAnimNode ()  
FAnimNode_Ba... GetActiveWidgetRuntimeAnimNode ()  
const bool IsManipulatingWidget ()  

Overridden from IAnimNodeEditMode

Type Name Description
UE::Widget::... ChangeToNextWidgetMode ( UE::Widget::EWidgetMode CurWidgetMo... ) Called when the user changed widget mode by pressing "Space" key
void DoRotation ( FRotator& InRotation ) Called when the widget is dragged in rotation mode
void DoScale ( FVector& InScale ) Called when the widget is dragged in scale mode
void DoTranslation ( FVector& InTranslation ) Called when the widget is dragged in translation mode
void EnterMode ( UAnimGraphNode_Base* InEditorN..., FAnimNode_Base* InRuntimeNode ) Called when entering this edit mode
void ExitMode () Called when exiting this edit mode
FName GetSelectedBone () Get the bone that the skeletal control is manipulating
ECoordSystem GetWidgetCoordinateSystem () IAnimNodeEditMode interface
UE::Widget::... GetWidgetMode ()  
void RegisterPoseWatchedNode ( UAnimGraphNode_Base* InEditorN..., FAnimNode_Base* InRuntimeNode ) Called when a Pose Watch is created on a node edited by this edit mode
bool SetWidgetMode ( UE::Widget::EWidgetMode InWidgetMod... ) Called when the user set widget mode directly, returns true if InWidgetMode is available
bool SupportsPoseWatch () Called to determine whether this edit mode should be drawn when nodes edited by this edit mode are pose watched

Overridden from FEdMode

Type Name Description
bool EndTracking ( FEditorViewportClient* InViewp..., FViewport* InViewport )  
void Exit ()  
bool InputKey ( FEditorViewportClient* InViewp..., FViewport* InViewport, FKey InKey, EInputEvent InEvent )  
bool StartTracking ( FEditorViewportClient* InViewp..., FViewport* InViewport )  
void Tick ( FEditorViewportClient* Viewpor..., float DeltaTime )  

Overridden from FLegacyEdModeWidgetHelper

Type Name Description
void DrawHUD ( FEditorViewportClient* Viewpor..., FViewport* Viewport, const FSceneView* View, FCanvas* Canvas ) Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.
bool GetCustomDrawingCoordinateSystem ( FMatrix& InMatrix, void* InData )  
bool GetCustomInputCoordinateSystem ( FMatrix& InMatrix, void* InData )  
FVector GetWidgetLocation ()  
bool HandleClick ( FEditorViewportClient* InViewp..., HHitProxy* HitProxy, const FViewportClick& Click )  
bool InputDelta ( FEditorViewportClient* InViewp..., FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale )  
void Render ( const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI ) FEdMode interface
bool ShouldDrawWidget ()  

Overridden from IAnimationEditContext

Type Name Description
IPersonaPrev... GetAnimPreviewScene ()  
bool GetCameraTarget ( FSphere& OutTarget ) IPersonaEditMode interface
void GetOnScreenDebugInfo ( TArray< FText >& OutDebugInfo ) Function to collect strings from nodes to display in the viewport.

Classes

Type Name Description
Public struct EditorRuntimeNodePair  

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