UControlRigBlueprint

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MacOS
Linux

Inheritance Hierarchy

References

Module

ControlRigDeveloper

Header

/Engine/Plugins/Experimental/ControlRig/Source/ControlRigDeveloper/Public/ControlRigBlueprint.h

Include

#include "ControlRigBlueprint.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(IgnoreClassThumbnail))
class UControlRigBlueprint :
    public UBlueprint,
    public IInterface_PreviewMeshProvider

Variables

Name Description

Public variable

bool

 

bSuspendModelNotificationsForOthers

Public variable

bool

 

bSuspendModelNotificationsForSelf

Public variable UProperty Category BlueprintReadOnly Transient

URigVMControlle...

 

Controller

Public variable UProperty Category, EditAnywhere

FControlRigDraw...

 

DrawContainer

Public variable UProperty Category, EditAnywhere Config

TAssetPtr< UCon...

 

GizmoLibrary

Public variable UProperty

FRigHierarchyCo...

 

HierarchyContainer

Public variable UProperty Category BlueprintReadOnly

URigVMGraph ...

 

Model

Public variable UProperty Transient

TMap< FString, ...

 

PinToOperandMap

Public variable UProperty Category, Meta Transient visibleanywhere

FRigVMStatistic...

 

Statistics

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FRigVMCompileSe...

 

VMCompileSettings

Constructors

Name Description

Public function

UControlRigBlueprint()

Public function

UControlRigBlueprint

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

FName

 

AddTransientControl

(
    URigVMPin* InPin
)

Remove a transient / temporary control used to interact with a pin

Public function

FName

 

AddTransientControl

(
    const FRigElementKey& InElement
)

Remove a transient / temporary control used to interact with a bone

Public function

void

 

ClearTransientControls()

Removes all transient / temporary control used to interact with pins

Public function

void

 

DecrementVMRecompileBracket()

Public function Static UFunction BlueprintCallable, Category

TArray< UStr...

 

GetAvailableRigUnits()

Public function Const

UControlRigB...

 

GetControlRigBlueprintGeneratedClass()

Get the (full) generated class for this control rig blueprint

Public function Const

UControlRigB...

 

GetControlRigBlueprintSkeletonClass()

Get the (skeleton) generated class for this control rig blueprint

Public function Static UFunction BlueprintCallable, Category

TArray< UCon...

 

GetCurrentlyOpenRigBlueprints()

Public function UFunction BlueprintCallable, Category

UControlRigH...

 

GetHierarchyModifier()

Public function

void

 

IncrementVMRecompileBracket()

Public function

void

 

InitializeModelIfRequired()

Public function

FRigVMGraphM...

 

OnModified()

Public function

FOnVMCompile...

 

OnVMCompiled()

Public function

void

 

PopulateModelFromGraphForBackwardsCompatibility

(
    UControlRigGraph* InGraph
)

Public function

void

 

PropagateDrawInstructionsFromBPToInstances()

Public function

void

 

PropagateHierarchyFromBPToInstances

(
    bool bInitializeContainer,
    bool bInitializeRigs
)

Public function

void

 

PropagatePoseFromBPToInstances()

Public function

void

 

PropagatePoseFromInstanceToBP

(
    UControlRig* InControlRig
)

Public function

void

 

PropagatePropertyFromBPToInstances

(
    FRigElementKey InRigElement,
    const FProperty* InProperty
)

Public function

void

 

PropagatePropertyFromInstanceToBP

(
    FRigElementKey InRigElement,
    const FProperty* InProperty,
    UControlRig* InInstance
)

Public function

void

 

RebuildGraphFromModel()

Public function UFunction BlueprintCallable, Category

void

 

RecompileVM()

Public function UFunction BlueprintCallable, Category

void

 

RecompileVMIfRequired()

Public function

FName

 

RemoveTransientControl

(
    const FRigElementKey& InElement
)

Remove a transient / temporary control used to interact with a bone

Public function

FName

 

RemoveTransientControl

(
    URigVMPin* InPin
)

Remove a transient / temporary control used to interact with a pin

Public function UFunction BlueprintCallable, Category

void

 

RequestAutoVMRecompilation()

Public function UFunction BlueprintCallable, Category

void

 

RequestControlRigInit()

Overridden from UBlueprint

Name Description

Public function Virtual Const

UClass *

 

GetBlueprintClass()

Gets the class generated when this blueprint is compiled.

Public function Virtual Const

void

 

GetTypeActions

Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type.

Public function Virtual Const

bool

 

IsValidForBytecodeOnlyRecompile()

Whether or not this blueprint can be considered for a bytecode only compile

Public function Virtual

void

 

LoadModulesRequiredForCompilation()

Blueprint can choose to load specific modules for compilation.

Public function Virtual

void

 

SetObjectBeingDebugged

(
    UObject* NewObject
)

Sets the current object being debugged

Public function Virtual Const

bool

 

ShouldBeMarkedDirtyUponTransaction()

Returns true if this blueprint should be marked dirty upon a transaction

Public function Virtual Const

bool

 

SupportedByDefaultBlueprintFactory()

Should the generic blueprint factory work for this blueprint?

Public function Virtual Const

bool

 

SupportsAnimLayers()

Returns true if this blueprint supports animation layers

Public function Virtual Const

bool

 

SupportsDelegates()

Returns true if this blueprint supports delegates

Public function Virtual Const

bool

 

SupportsEventGraphs()

Returns true if this blueprint supports event graphs

Public function Virtual Const

bool

 

SupportsFunctions()

Returns true if this blueprint supports functions

Public function Virtual Const

bool

 

SupportsGlobalVariables()

Returns true if this blueprint supports global variables

Public function Virtual Const

bool

 

SupportsLocalVariables()

Returns true if this blueprint supports lobal variables

Public function Virtual Const

bool

 

SupportsMacros()

Returns true if this blueprint supports macros

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

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

Public function Virtual

void

 

PostTransacted

(
    const FTransactionObjectEvent& Tra...
)

Called after the object has been transacted in some way.

Overridden from IInterface_PreviewMeshProvider

Name Description

Public function Virtual Const UFunction BlueprintCallable, Category

USkeletalMes...

 

GetPreviewMesh()

Get the preview mesh for this asset

Public function Virtual UFunction BlueprintCallable, Category

void

 

SetPreviewMesh

(
    USkeletalMesh* PreviewMesh,
    bool bMarkAsDirty
)

IInterface_PreviewMeshProvider interface

Constants

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