| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/ControlRig/Source/ControlRigManipulation/Public/DefaultControlRigManipulationLayer.h |
Include |
#include "DefaultControlRigManipulationLayer.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UDefaultControlRigManipulationLayer :
public UObject,
public IControlRigManipulationLayer
Default control rig manipulation layer
This is default manipulation layer that supports editor functionality This can support multiple control rigs and all control values by types For now, it only supports 3D spacial types - vector/rotation/transform and one controlrig
Name | Description | ||
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FSimpleMulticas... |
OnAnimSystemInitialized |
Multi delegate for anim system initialized |
Name | Description | |
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UDefaultControlRigManipulationLayer ( |
Name | Description | |
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~UDefaultControlRigManipulationLayer() |
Name | Description | ||
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const FContr... |
GetControlDataFromGizmo ( |
In this layer, we only care one to one |
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AControlRigG... |
GetGizmoFromControlName ( |
This is slow, and it only finds the first one, and there is no guarantee it will always find the same name if you run this multiple sessions. |
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GetGlobalTransform ( |
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TSharedPtr< ... |
GetObjectBinding() |
Get bindings to a runtime object |
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USkeletalMes... |
GetSkeletalMeshComponent() |
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GetSkeletalMeshComponentTransform() |
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SetObjectBinding |
Object binding. |
Name | Description | ||
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AddManipulatableObject ( |
We only allow one type of class for now. This requires re-create layer. |
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CreateGizmoActors ( |
IControlRigManipulationLayer START. |
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CreateLayer() |
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DestroyGizmosActors() |
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DestroyLayer() |
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GetGizmoTransform ( |
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ModeSupportedByGizmoActor ( |
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MoveGizmo ( |
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RemoveManipulatableObject ( |
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SetGizmoTransform ( |
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TickGizmo ( |
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TickManipulatableObjects ( |