| IControlRigObjectBinding::IsBoundToObject()
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Module |
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Header |
/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Public/ControlRigSkeletalMeshBinding.h |
Include |
#include "ControlRigSkeletalMeshBinding.h" |
Source |
/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Private/ControlRigSkeletalMeshBinding.cpp |
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).