URig

[URig](API\Runtime\Engine\Animation\URig) : that has rigging data for skeleton

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/Rig.h

Include

#include "Animation/Rig.h"

Syntax

class URig :
    public UObject,
    public INodeMappingProviderInterface

Remarks

URig : that has rigging data for skeleton

  • used for retargeting

  • support to share different animations

Constructors

Name Description

Public function

URig

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

CreateFromSkeleton

(
    const USkeleton* Skeleton,
    const TMap< int32, int32 >& Requir...
)

Create from skeleton

Public function Const

int32

 

FindNode

(
    const FName& NodeName
)

Public function Const

int32

 

FindTransformBaseByNodeName

(
    FName NodeName
)

Public function Const

int32

 

FindTransformParentNode

(
    int32 NodeIndex,
    bool bTranslate,
    int32 Index
)

Public function Const

const FNode ...

 

GetNode

(
    int32 NodeIndex
)

Node related functions

Public function Const

FName

 

GetNodeName

(
    int32 NodeIndex
)

Public function Const

int32

 

GetNodeNum()

Node related functions

Public function Const

const TArray...

 

GetNodes()

Public function Const

FName

 

GetParentNode

(
    FName& NodeName
)

Public function Const

const FRefer...

 

GetSourceReferenceSkeleton()

Public function Const

const FTrans...

 

GetTransformBase

(
    int32 TransformBaseIndex
)

Rig control related

Public function Const

const FTrans...

 

GetTransformBaseByNodeName

(
    FName NodeName
)

Public function Const

int32

 

GetTransformBaseNum()

Rig control related

Public function Const

const TArray...

 

GetTransformBases()

Public function Const

bool

 

IsSourceReferenceSkeletonAvailable()

Source skeleton related, since this has been added later, it's possible some skeletons don't have it

Public function

void

 

SetAllConstraintsToParents()

Public function

void

 

SetAllConstraintsToWorld()

Public function

void

 

SetSourceReferenceSkeleton

(
    const FReferenceSkeleton& InSrcSke...
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Constants

Name

Description

WorldNodeName

Not sure if we'd like to keep this

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