UBodyStateAnimInstance

Inheritance Hierarchy

Syntax

UCLASS (Transient, Blueprintable, HideCategories=AnimInstance, BlueprintType)
class UBodyStateAnimInstance : public UAnimInstance

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EBodyStateAutoR ...

 

AutoMapTarget

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bAutoDetectBoneMapAtInit

Whether the anim instance should autodetect and fill the bonemap on anim init

Public variable UProperty Category BlueprintReadWrite

UBodyStateSkele ...

 

BodyStateSkeleton

Skeleton driving our data

Protected variable

FBodyStateIndex ...

 

BoneLookupList

Internal Map with parent information.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int32

 

BonesPerFinger

This will be automatically determined based on your palm->index traverse distance if value is -1

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int32

 

DefaultBodyStateIndex

Protected variable

TMap < EBodyStat ...

 

IndexedBoneMap

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TArray < FMapped ...

 

MappedBoneList

Struct containing all variables needed at anim node time

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FSearchStrings

 

SearchStrings

Strings used to identify left or right hand in your rig. Customize if autorig is failing

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TArray < FString ...

 

TrackingLimitTags

Constructors

Name Description

Public function

UBodyStateAnimInstance

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

AddBSBoneToMeshBoneLink

(
    FMappedBoneAnimData & InMappedBoneD...,
    EBodyStateBasicBoneType BSBone,
    FName MeshBone
)

Link given mesh bone with body state bone enum.

Protected function

void

 

AddFingerToMap

(
    EBodyStateBasicBoneType BoneType,
    int32 BoneIndex,
    TMap < EBodyStateBasicBoneType , FBod ...,
    int32 InBonesPerFinger
)

Public function UFunction BlueprintPure, Category

FVector

 

AdjustPositionByMapBasis

(
    const FVector & InPosition,
    const FMappedBoneAnimData & ForMap
)

Public function UFunction BlueprintPure, Category

FRotator

 

AdjustRotationByMapBasis

(
    const FRotator & InRotator,
    const FMappedBoneAnimData & ForMap
)

Adjust rotation by currently defines offset base rotators

Public function

TMap < EBodyS ...

 

AutoDetectHandBones

(
    USkeletalMeshComponent * Compon...,
    EBodyStateAutoRigType RigTargetType
)

Protected function

TMap < EBodyS ...

 

AutoDetectHandIndexedBones

(
    USkeletalMeshComponent * Compon...,
    EBodyStateAutoRigType RigTargetType
)

Protected function

void

 

AutoMapBoneDataForRigType

(
    FMappedBoneAnimData & ForMap,
    EBodyStateAutoRigType RigTargetType
)

Public function UFunction BlueprintPure, Category

FString

 

BoneMapSummary()

Public function UFunction BlueprintCallable, Category

void

 

RemoveBSBoneLink

(
    FMappedBoneAnimData & InMappedBoneD...,
    EBodyStateBasicBoneType BSBone
)

Remove a link. Useful when e.g. autorigging gets 80% there but you need to remove a bone.

Public function UFunction BlueprintCallable, Category

void

 

SetAnimSkeleton

(
    UBodyStateSkeleton * InSkeleton
)

Public function UFunction BlueprintCallable, Category

void

 

SyncMappedBoneDataCache

(
    FMappedBoneAnimData & InMappedBoneD...
)

Manual sync.

Protected function

TMap < EBodyS ...

 

ToBoneReferenceMap

(
    TMap < EBodyStateBasicBoneType , FBod ...
)

Protected function

int32

 

TraverseLengthForIndex

(
    int32 Index
)

Traverse a bone index node until you hit -1, count the hops

Overridden from UAnimInstance

Name Description

Protected function Virtual

void

 

NativeInitializeAnimation()

The below functions are the native overrides for each phase Native initialization override point

Protected function Virtual

void

 

NativeUpdateAnimation

(
    float DeltaSeconds
)

Native update override point.

References

Module

BodyState