USTRUCT()
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#include <AnimNode_ApplyOpenXRHandPose.h>
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bool | bIsOpenInputAnimationInstance |
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bool | bOnlyApplyWristTransform |
| UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinShownByDefault))
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bool | bSkipRootBone |
| UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinShownByDefault))
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FBPOpenXRSkeletalMappingData | MappedBonePairs |
| UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinHiddenByDefault))
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FBPOpenXRActionSkeletalData | OptionalStoredActionInfo |
| UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinShownByDefault))
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EVROpenXRSkeletonType | SkeletonType |
| UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinShownByDefault))
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USTRUCT()
Definition at line 16 of file AnimNode_ApplyOpenXRHandPose.h.
◆ FAnimNode_ApplyOpenXRHandPose()
FAnimNode_ApplyOpenXRHandPose::FAnimNode_ApplyOpenXRHandPose |
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◆ CacheBones_AnyThread()
void FAnimNode_ApplyOpenXRHandPose::CacheBones_AnyThread |
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const FAnimationCacheBonesContext & | Context | ) |
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overridevirtual |
◆ ConvertHandTransformsSpace()
void FAnimNode_ApplyOpenXRHandPose::ConvertHandTransformsSpace |
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TArray< FTransform > & | OutTransforms, |
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TArray< FTransform > & | WorldTransforms, |
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FTransform | AddTrans, |
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bool | bMirrorLeftRight, |
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bool | bMergeMissingUE4Bones ) |
◆ EvaluateSkeletalControl_AnyThread()
void FAnimNode_ApplyOpenXRHandPose::EvaluateSkeletalControl_AnyThread |
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FComponentSpacePoseContext & | Output, |
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TArray< FBoneTransform > & | OutBoneTransforms ) |
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overridevirtual |
◆ GENERATED_USTRUCT_BODY()
FAnimNode_ApplyOpenXRHandPose::GENERATED_USTRUCT_BODY |
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◆ GetRefBoneInCS()
FTransform FAnimNode_ApplyOpenXRHandPose::GetRefBoneInCS |
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TArray< FTransform > & | RefBones, |
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TArray< FMeshBoneInfo > & | RefBonesInfo, |
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int32 | BoneIndex ) |
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inline |
◆ Initialize_AnyThread()
void FAnimNode_ApplyOpenXRHandPose::Initialize_AnyThread |
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const FAnimationInitializeContext & | Context | ) |
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overridevirtual |
◆ InitializeBoneReferences()
void FAnimNode_ApplyOpenXRHandPose::InitializeBoneReferences |
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const FBoneContainer & | RequiredBones | ) |
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overridevirtual |
◆ IsValidToEvaluate()
bool FAnimNode_ApplyOpenXRHandPose::IsValidToEvaluate |
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const USkeleton * | Skeleton, |
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const FBoneContainer & | RequiredBones ) |
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overridevirtual |
◆ NeedsOnInitializeAnimInstance()
virtual bool FAnimNode_ApplyOpenXRHandPose::NeedsOnInitializeAnimInstance |
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const |
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inlineoverridevirtual |
◆ OnInitializeAnimInstance()
◆ SetVectorToMaxElement()
void FAnimNode_ApplyOpenXRHandPose::SetVectorToMaxElement |
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FVector & | vec | ) |
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inline |
◆ bIsOpenInputAnimationInstance
bool FAnimNode_ApplyOpenXRHandPose::bIsOpenInputAnimationInstance |
◆ bOnlyApplyWristTransform
bool FAnimNode_ApplyOpenXRHandPose::bOnlyApplyWristTransform |
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EditAnywhere |
◆ bSkipRootBone
bool FAnimNode_ApplyOpenXRHandPose::bSkipRootBone |
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EditAnywhere |
◆ MappedBonePairs
◆ OptionalStoredActionInfo
◆ OwningActor
AActor* FAnimNode_ApplyOpenXRHandPose::OwningActor |
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protected |
◆ SkeletonType
◆ WorldIsGame
bool FAnimNode_ApplyOpenXRHandPose::WorldIsGame |
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protected |
The documentation for this struct was generated from the following files: