UMovieSceneControlRigParameterSection

Movie scene section that controls animation controller animation

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

ControlRig

Header

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

Include

#include "Sequencer/MovieSceneControlRigParameterSection.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UMovieSceneControlRigParameterSection : public UMovieSceneParameterSection

Remarks

Movie scene section that controls animation controller animation

Variables

Name Description

Public variable UProperty Category, EditAnywhere

bool

 

bAdditive

Blend this track in additively (using the reference pose as a base)

Public variable UProperty Category, EditAnywhere

bool

 

bApplyBoneFilter

Only apply bones that are in the filter

Protected variable

bool

 

bDoNotKey

When true we do not set a key on the section, since it will be set because we changed the value We need this because control rig notifications are set on every change even when just changing sequencer time which forces a sequencer eval, not like the edito where changes are only set on UI changes(changing time doesn't send change delegate)

Public variable UProperty Category, EditAnywhere, Meta

FInputBlendPose

 

BoneFilter

Per-bone filter to apply to our animation

Public variable UProperty

TMap< FName, FC...

 

ControlChannelMap

Map from the control name to where it starts as a channel

Public variable UProperty

UControlRig ...

 

ControlRig

Control Rig that controls us

Public variable UProperty

TArray< bool >

 

ControlsMask

Mask for controls themselves

Public variable UProperty

FMovieSceneTran...

 

TransformMask

Mask for Transform Mask

Public variable UProperty

FMovieSceneFloa...

 

Weight

The weight curve for this animation controller section

Constructors

Functions

Name Description

Public function

void

 

AddBoolParameter

(
    FName InParameterName,
    TOptional< bool > DefaultValue,
    bool bReconstructChannel
)

Adds specified bool parameter.

Public function

void

 

AddColorParameter

(
    FName InParameterName,
    TOptional< FLinearColor > DefaultVa...,
    bool bReconstructChannel
)

Adds a a key for a specific color parameter.

Public function

void

 

AddScalarParameter

(
    FName InParameterName,
    TOptional< float > DefaultValue,
    bool bReconstructChannel
)

Adds specified scalar parameter.

Public function

void

 

AddTransformParameter

(
    FName InParameterName,
    TOptional< FTransform > DefaultValu...,
    bool bReconstructChannel
)

Adds a a key for a specific color parameter

Public function

void

 

AddVector2DParameter

(
    FName InParameterName,
    TOptional< FVector2D > DefaultValue,
    bool bReconstructChannel
)

Adds a a key for a specific vector2D parameter.

Public function

void

 

AddVectorParameter

(
    FName InParameterName,
    TOptional< FVector > DefaultValue,
    bool bReconstructChannel
)

Adds a a key for a specific vector parameter.

Public function

void

 

FillControlsMask

(
    bool Val
)

Public function Const

bool

 

GetControlsMask

(
    int32 Index
)

Public function Const

const TArray...

 

GetControlsMask()

Public function Const

bool

 

GetDoNotKey()

Get Whether to key or not

Public function Static

FMovieSceneI...

 

GetFloatInterrogationKey()

Access the interrogation key for control rig data

Public function Static

FMovieSceneI...

 

GetTransformInterrogationKey()

Public function Const

FMovieSceneT...

 

GetTransformMask()

Access the transform mask that defines which channels this track should animate

Public function Static

FMovieSceneI...

 

GetVector2DInterrogationKey()

Public function Static

FMovieSceneI...

 

GetVector4InterrogationKey()

Public function Static

FMovieSceneI...

 

GetVectorInterrogationKey()

Public function Const

bool

 

HasBoolParameter

(
    FName InParameterName
)

Whether or not this section his bool

Public function Const

bool

 

HasColorParameter

(
    FName InParameterName
)

Whether or not this section his scalar

Public function Const

bool

 

HasScalarParameter

(
    FName InParameterName
)

Whether or not this section his scalar

Public function Const

bool

 

HasTransformParameter

(
    FName InParameterName
)

Whether or not this section his scalar

Public function Const

bool

 

HasVector2DParameter

(
    FName InParameterName
)

Whether or not this section his scalar

Public function Const

bool

 

HasVectorParameter

(
    FName InParameterName
)

Whether or not this section his scalar

Public function

void

 

SetControlsMask

(
    const TArray< bool >& InMask
)

Public function

void

 

SetControlsMask

(
    int32 Index,
    bool Val
)

Public function Const

void

 

SetDoNotKey

(
    bool bIn
)

Whether or not to key currently, maybe evaluating so don't

Public function

void

 

SetTransformMask

(
    FMovieSceneTransformMask NewMask
)

Set the transform mask that defines which channels this track should animate

Overridden from UMovieSceneParameterSection

Name Description

Public function Virtual

void

 

ReconstructChannelProxy

(
    bool bForce
)

Overridden from UMovieSceneSection

Name Description

Protected function Virtual Const

float

 

GetTotalWeightValue

(
    FFrameTime InTime
)

Get The Total Weight Value for this Section For Most Sections it's just the Ease Value, but for some Sections also have an extra Weight Curve

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditImport()

Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

Protected function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Protected function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss