Module |
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Header |
/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Public/Rigs/RigBoneHierarchy.h |
Include |
#include "Rigs/RigBoneHierarchy.h" |
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FRigBoneHierarchy
Name | Description | ||
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OnBoneAdded |
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OnBoneRemoved |
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OnBoneRenamed |
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OnBoneReparented |
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OnBoneSelected |
Name | Description | |
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FRigBoneHierarchy() |
Name | Description | ||
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FRigBone & |
Add ( |
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FRigBone & |
Add ( |
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begin() |
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begin() |
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ClearSelection() |
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CurrentSelection() |
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end() |
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end() |
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GetChildren |
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GetChildren |
List of names of children - this is not cheap, and is supposed to be used only for one time set up |
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GetGlobalTransform ( |
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GetGlobalTransform ( |
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GetIndex ( |
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GetInitialTransform ( |
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GetInitialTransform ( |
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GetLocalTransform ( |
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GetLocalTransform ( |
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GetName ( |
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GetSafeNewName ( |
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ImportSkeleton |
Import skeleton |
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Initialize ( |
Updates all of the internal caches |
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IsNameAvailable ( |
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IsSelected ( |
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Num() |
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RecomputeGlobalTransforms() |
Recomputes all of the global transforms from local |
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Remove ( |
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Rename |
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Reparent |
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Reset() |
Clears the hierarchy and removes all content |
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ResetTransforms() |
Resets all of the transforms back to the initial transform |
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ERigElementT... |
RigElementType() |
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Select |
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SetGlobalTransform ( |
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SetGlobalTransform ( |
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SetInitialTransform ( |
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SetInitialTransform ( |
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SetLocalTransform ( |
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SetLocalTransform ( |
Name | Description | ||
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FRigBone & |
operator[] ( |
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const FRigBo... |
operator[] ( |
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FRigBone & |
operator[] ( |
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const FRigBo... |
operator[] ( |
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FRigBoneHier... |
operator= ( |