| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/ControlRig/Source/ControlRigDeveloper/Public/ControlRigBlueprint.h |
Include |
#include "ControlRigBlueprint.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(IgnoreClassThumbnail))
class UControlRigBlueprint :
public UBlueprint,
public IInterface_PreviewMeshProvider
Name | Description | ||
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bSuspendModelNotificationsForOthers |
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bSuspendModelNotificationsForSelf |
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Controller |
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DrawContainer |
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GizmoLibrary |
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HierarchyContainer |
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URigVMGraph ... |
Model |
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PinToOperandMap |
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Statistics |
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VMCompileSettings |
Name | Description | |
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UControlRigBlueprint() |
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UControlRigBlueprint ( |
Name | Description | ||
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UClass * |
GetBlueprintClass() |
Gets the class generated when this blueprint is compiled. |
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GetTypeActions |
Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. |
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IsValidForBytecodeOnlyRecompile() |
Whether or not this blueprint can be considered for a bytecode only compile |
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LoadModulesRequiredForCompilation() |
Blueprint can choose to load specific modules for compilation. |
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SetObjectBeingDebugged ( |
Sets the current object being debugged |
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ShouldBeMarkedDirtyUponTransaction() |
Returns true if this blueprint should be marked dirty upon a transaction |
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SupportedByDefaultBlueprintFactory() |
Should the generic blueprint factory work for this blueprint? |
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SupportsAnimLayers() |
Returns true if this blueprint supports animation layers |
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SupportsDelegates() |
Returns true if this blueprint supports delegates |
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SupportsEventGraphs() |
Returns true if this blueprint supports event graphs |
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SupportsFunctions() |
Returns true if this blueprint supports functions |
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SupportsGlobalVariables() |
Returns true if this blueprint supports global variables |
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SupportsLocalVariables() |
Returns true if this blueprint supports lobal variables |
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SupportsMacros() |
Returns true if this blueprint supports macros |
Name | Description | ||
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PostTransacted ( |
Called after the object has been transacted in some way. |
Name | Description | ||
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USkeletalMes... |
GetPreviewMesh() |
Get the preview mesh for this asset |
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SetPreviewMesh ( |
IInterface_PreviewMeshProvider interface |
Name |
Description |
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sCurrentlyOpenedRigBlueprints |