Availability:NoPublish Title: Animation Node Reference Crumbs: Description:Descriptions of the various animation nodes available for use in Animation Blueprints [EXCERPT:DummyExcerpt] [/EXCERPT:DummyExcerpt] [EXCERPT:UAnimGraphNode_LayeredBoneBlend] Layered blend (per bone) has a dynamic number of blendposes that can blend per different bone sets. [/EXCERPT:UAnimGraphNode_LayeredBoneBlend] [EXCERPT:UAnimGraphNode_BlendListByBool] This node is effectively a 'branch', picking one of two input poses based on an input Boolean value. [VAR:ToolTipFullLink] Engine/Animation/NodeReference/Blend#blendposesbybool [/VAR] [/EXCERPT:UAnimGraphNode_BlendListByBool] [EXCERPT:UAnimGraphNode_BlendListByEnum] Blend List by Enum allows a blend pose to be selected based on a supplied enum value. [/EXCERPT:UAnimGraphNode_BlendListByEnum] [EXCERPT:UAnimGraphNode_BlendListByInt] Blend list by int allows a blend pose to be selected based on a supplied index. [VAR:ToolTipFullLink] Engine/Animation/NodeReference/Blend#blendposesbyint [/VAR] [/EXCERPT:UAnimGraphNode_BlendListByInt] [EXCERPT:UAnimGraphNode_TwoWayBlend] The standard **Blend** node is a straight mixing of the two input poses based on an alpha input. --- **Input Pins** A - The first pose to be blended. B - The second pose to be blended. Alpha - A `float` value in the range **[0.0, 1.0]** to use as the alpha value to determine the weighting of the two poses. A value of **0.0** gives full weighting to the **A** input pose, while a value of **1.0** gives full weighting to the **B** input pose. --- **Output Pins** Pose - The final pose after the blending has been applied. [VAR:ToolTipFullLink] Engine/Animation/NodeReference/Blend#blend [/VAR] [/EXCERPT:UAnimGraphNode_TwoWayBlend] [EXCERPT:UAnimGraphNode_ApplyAdditive] Applies the supplied additive pose blended by the Alpha parameter. [/EXCERPT:UAnimGraphNode_ApplyAdditive] [EXCERPT:UAnimGraphNode_ComponentToLocalSpace] Convert a pose in component space (each bones transform is relative to the mesh component) to local space (each bones transform is relative to its parent bone). [/EXCERPT:UAnimGraphNode_ComponentToLocalSpace] [EXCERPT:UAnimGraphNode_LocalToComponentSpace] Convert a pose in local space (each bones transform is relative to its parent bone) to component space (each bones transform is relative to the mesh component). [/EXCERPT:UAnimGraphNode_LocalToComponentSpace] [EXCERPT:UAnimGraphNode_MeshRefPose] Outputs the reference pose of the mesh. [/EXCERPT:UAnimGraphNode_MeshRefPose] [EXCERPT:UAnimGraphNode_IdentityPose] Returns an identity pose. [/EXCERPT:UAnimGraphNode_IdentityPose] [EXCERPT:UAnimGraphNode_LocalRefPose] Returns the reference pose of the mesh in local space. [/EXCERPT:UAnimGraphNode_LocalRefPose] [EXCERPT:UAnimGraphNode_RotateRootBone] Rotate Root Bone allows the arbitrary rotation of a bone outside of animation data. [/EXCERPT:UAnimGraphNode_RotateRootBone] [EXCERPT:UAnimGraphNode_SaveCachedPose] Saves the supplied pose so that it can be accessed and used at a later point. [/EXCERPT:UAnimGraphNode_SaveCachedPose] [EXCERPT:UAnimGraphNode_SequenceEvaluator] Evaluates the specified animation at a single specified frame. [/EXCERPT:UAnimGraphNode_SequenceEvaluator] [EXCERPT:UAnimGraphNode_SequencePlayer] Plays back the specified animation. [/EXCERPT:UAnimGraphNode_SequencePlayer] [EXCERPT:UAnimGraphNode_Slot] A slot node blends animation data from the named slot on the currently playing animation montages onto the pose. [/EXCERPT:UAnimGraphNode_Slot] [EXCERPT:UAnimGraphNode_UseCachedPose] Allows the use of a previously cached pose. [/EXCERPT:UAnimGraphNode_UseCachedPose] [EXCERPT:UAnimGraphNode_CopyBone] Copies a transform from one bone to another. This can copy translation, rotation, and scale or a combination of all three. [/EXCERPT:UAnimGraphNode_CopyBone] [EXCERPT:UAnimGraphNode_ModifyBone] Modifies the transform of a bone. [/EXCERPT:UAnimGraphNode_ModifyBone] [EXCERPT:UAnimGraphNode_RotationMultiplier] The Apply a Percentage of Rotation control drives the Rotation of a target bone at some specified percentage of the Rotation of another bone within the Skeleton. [/EXCERPT:UAnimGraphNode_RotationMultiplier] [EXCERPT:UAnimGraphNode_SpringBone] The Spring Controller applies a spring solver that can be used to limit how far a bone can stretch from its reference pose position and apply a force in the opposite direction. [/EXCERPT:UAnimGraphNode_SpringBone] [EXCERPT:UAnimGraphNode_TwoBoneIK] The Two Bone IK control applies an inverse kinematic (IK) solver to a 3-joint chain, such as the limbs of a character. [/EXCERPT:UAnimGraphNode_TwoBoneIK] [EXCERPT:UAnimGraphNode_BlendSpacePlayer] Plays back the specified BlendSpace. [/EXCERPT:UAnimGraphNode_BlendSpacePlayer] [EXCERPT:UAnimGraphNode_BlendSpaceEvaluator] Evaluates the BlendSpace at the single frame specified. [/EXCERPT:UAnimGraphNode_BlendSpaceEvaluator] [EXCERPT:UAnimGraphNode_RotationOffsetBlendSpace] Applies a rotational offset BlendSpace. [/EXCERPT:UAnimGraphNode_RotationOffsetBlendSpace] [EXCERPT:UAnimGraphNode_Fabrik] Applies the FaBRIK (Forward and Backward Reaching Inverse Kinematics) algorithm to a bone chain to solve bone transforms relative to an end effector. [/EXCERPT:UAnimGraphNode_Fabrik] [EXCERPT:UAnimGraphNode_BoneDrivenController] Drives the transform component of a bone based on the transform component of another. Each component of translation and rotation can be used as a source and target for this node, or the scale as a whole. For example driving the Z translation from the X rotation of another bone. The final output can be modifier using a multiplier. [/EXCERPT:UAnimGraphNode_BoneDrivenController] [EXCERPT:UAnimGraphNode_LookAt] Modifies a bone transform to look at another bone along a specified axis, or to look at a specified location. [/EXCERPT:UAnimGraphNode_LookAt] [EXCERPT:UAnimGraphNode_HandIKRetargeting] Handles re-targeting of an IK Bone chain. Moves IK bone chain to meet FK hand bones, based on HandFKWeight (to favor either side). (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). [/EXCERPT:UAnimGraphNode_HandIKRetargeting] [EXCERPT:GraphNode_FastPathInfo] Animation nodes can use the 'fast path', avoiding somewhat slower Blueprint usage by ensuring that they either: - Access member variables directly. - Access a negated boolean member variable. - Access members of a nested struct. - Access some "Break Struct" cases as well (Break Transform being a notable exception). [VAR:ToolTipFullLink] Engine/Animation/Optimization/FastPath [/VAR] [/EXCERPT:GraphNode_FastPathInfo]