UDefaultControlRigManipulationLayer

Default control rig manipulation layer

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UDefaultControlRigManipulationLayer

References

Module

ControlRigManipulation

Header

/Engine/Plugins/Experimental/ControlRig/Source/ControlRigManipulation/Public/DefaultControlRigManipulationLayer.h

Include

#include "DefaultControlRigManipulationLayer.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UDefaultControlRigManipulationLayer :
    public UObject,
    public IControlRigManipulationLayer

Remarks

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

Variables

Name Description

Public variable

FSimpleMulticas...

 

OnAnimSystemInitialized

Multi delegate for anim system initialized

Constructors

Name Description

Public function

UDefaultControlRigManipulationLayer

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Functions

Name Description

Public function Const

const FContr...

 

GetControlDataFromGizmo

(
    const AControlRigGizmoActor* G...
)

In this layer, we only care one to one

Public function Const

AControlRigG...

 

GetGizmoFromControlName

(
    const FName& ControlName
)

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.

Public function Const

bool

 

GetGlobalTransform

(
    AControlRigGizmoActor* GizmoAc...,
    const FName& ControlName,
    FTransform& OutTransform
)

Public function Const

TSharedPtr< ...

 

GetObjectBinding()

Get bindings to a runtime object

Public function Const

USkeletalMes...

 

GetSkeletalMeshComponent()

Public function Const

FTransform

 

GetSkeletalMeshComponentTransform()

Public function

void

 

SetObjectBinding

Object binding.

Overridden from IControlRigManipulationLayer

Name Description

Public function Virtual

void

 

AddManipulatableObject

(
    IControlRigManipulatable* InOb...
)

We only allow one type of class for now. This requires re-create layer.

Public function Virtual

bool

 

CreateGizmoActors

(
    UWorld* World,
    TArray< AControlRigGizmoActor*...
)

IControlRigManipulationLayer START.

Public function Virtual

void

 

CreateLayer()

Public function Virtual

void

 

DestroyGizmosActors()

Public function Virtual

void

 

DestroyLayer()

Public function Virtual Const

void

 

GetGizmoTransform

(
    AControlRigGizmoActor* GizmoAc...,
    FTransform& OutTransform
)

Public function Virtual Const

bool

 

ModeSupportedByGizmoActor

(
    const AControlRigGizmoActor* G...,
    FWidget::EWidgetMode InMode
)

Public function Virtual

void

 

MoveGizmo

(
    AControlRigGizmoActor* GizmoAc...,
    const bool bTranslation,
    FVector& InDrag,
    const bool bRotation,
    FRotator& InRot,
    const bool bScale,
    FVector& InScale,
    const FTransform& ToWorldTransform
)

Public function Virtual

void

 

RemoveManipulatableObject

(
    IControlRigManipulatable* InOb...
)

Public function Virtual

void

 

SetGizmoTransform

(
    AControlRigGizmoActor* GizmoAc...,
    const FTransform& InTransform
)

Public function Virtual

void

 

TickGizmo

(
    AControlRigGizmoActor* GizmoAc...,
    const FTransform& ComponentTransfo...
)

Public function Virtual

void

 

TickManipulatableObjects

(
    float DeltaTime
)

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