FControlRigSkeletalMeshBinding::IsBoundToObject

Check whether we are bound to the supplied object.

Windows
MacOS
Linux

Override Hierarchy

IControlRigObjectBinding::IsBoundToObject()

FControlRigSkeletalMeshBinding::IsBoundToObject()

References

Module

ControlRig

Header

/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Public/ControlRigSkeletalMeshBinding.h

Include

#include "ControlRigSkeletalMeshBinding.h"

Source

/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Private/ControlRigSkeletalMeshBinding.cpp

Syntax

virtual bool IsBoundToObject
(
    UObject * InObject
) const

Remarks

Check whether we are bound to the supplied object. This can be distinct from a direct pointer comparison (e.g. in the case of an actor passed to BindToObject, we may actually bind to one of its components).

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