UControlRigSequence

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Inheritance Hierarchy

References

Module

ControlRig

Header

/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Public/Sequencer/ControlRigSequence.h

Include

#include "Sequencer/ControlRigSequence.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental)
class UControlRigSequence : public ULevelSequence

Variables

Name Description

Public variable UProperty assetregistrysearchable

float

 

LastExportedFrameRate

The frame rate that was used the last time we exported this sequence

Public variable UProperty assetregistrysearchable

TSoftObjectPtr<...

 

LastExportedToAnimationSequence

The last animation sequence this control rig sequence was exported to

Public variable UProperty assetregistrysearchable

TSoftObjectPtr<...

 

LastExportedUsingSkeletalMesh

The skeletal mesh that was used the last time we exported this sequence

Constructors

Name Description

Public function

UControlRigSequence

(
    const FObjectInitializer& ObjectIn...
)

Overridden from ULevelSequence

Name Description

Public function Virtual

void

 

Initialize()

Initialize this level sequence.

Overridden from UMovieSceneSequence

Name Description

Public function Virtual Const

bool

 

AllowsSpawnableObjects()

Whether objects can be spawned at run-time.

Public function Virtual

void

 

BindPossessableObject

(
    const FGuid& ObjectId,
    UObject& PossessedObject,
    UObject* Context
)

Called when Sequencer has created an object binding for a possessable object

Public function Virtual Const

bool

 

CanAnimateObject

(
    UObject& InObject
)

Specifies whether this sequence can animate the object in question (either as a spawnable or possessable)

Public function Virtual Const

bool

 

CanPossessObject

(
    UObject& Object,
    UObject* InPlaybackContext
)

Check whether the given object can be possessed by this animation.

Public function Virtual Const

bool

 

CanRebindPossessable

(
    const FMovieScenePossessable& InPo...
)

Specifies whether this sequence allows rebinding of the specified possessable

Public function Virtual Const

UObject *...

 

GetParentObject

(
    UObject* Object
)

Get the logical parent object for the supplied object (not necessarily its outer).

Public function Virtual

UObject *...

 

MakeSpawnableTemplateFromInstance

(
    UObject& InSourceObject,
    FName ObjectName
)

Create a spawnable object template from the specified source object

Public function Virtual

void

 

UnbindPossessableObjects

(
    const FGuid& ObjectId
)

Unbinds all possessable objects from the provided GUID.

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