AControlRigGizmoActor

An actor used to represent a rig control

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

ControlRig

Header

/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Public/ControlRigGizmoActor.h

Include

#include "ControlRigGizmoActor.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotPlaceable, Transient)
class AControlRigGizmoActor : public AActor

Remarks

An actor used to represent a rig control

Variables

Name Description

Public variable UProperty

USceneComponent...

 

ActorRootComponent

This is the one holding transform for the controls

Public variable UProperty

FName

 

ColorParameterName

The name of the color parameter on the material

Public variable UProperty

FName

 

ControlName

The name of the control this actor is referencing

Public variable UProperty

uint32

 

ControlRigIndex

The name of the control this actor is referencing

Public variable UProperty Category, Meta BlueprintReadOnly visibleanywhere

UStaticMeshComp...

 

StaticMeshComponent

This is visual representation of the transform

Constructors

Name Description

Public function

AControlRigGizmoActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const UFunction BlueprintPure, Category

FTransform

 

GetGlobalTransform()

Public function Virtual Const UFunction blueprintgetter

bool

 

IsEnabled()

Get whether the control is enabled/disabled

Public function Virtual Const UFunction blueprintgetter

bool

 

IsHovered()

Get whether the control is hovered

Public function UFunction BlueprintImplementableEvent

void

 

OnEnabledChanged

(
    bool bIsEnabled
)

Event called when the enabled state of this control has changed

Public function UFunction BlueprintImplementableEvent

void

 

OnHoveredChanged

(
    bool bIsSelected
)

Event called when the hovered state of this control has changed

Public function UFunction BlueprintImplementableEvent

void

 

OnManipulatingChanged

(
    bool bIsManipulating
)

Event called when the manipulating state of this control has changed

Public function UFunction BlueprintImplementableEvent

void

 

OnSelectionChanged

(
    bool bIsSelected
)

Event called when the selection state of this control has changed

Public function UFunction BlueprintImplementableEvent

void

 

OnTransformChanged

(
    const FTransform& NewTransform
)

Event called when the transform of this control has changed

Public function Virtual UFunction blueprintsetter

void

 

SetEnabled

(
    bool bInEnabled
)

Set the control to be enabled/disabled

Public function Virtual

void

 

SetGizmoColor

(
    const FLinearColor& InColor
)

Changes the gizmo color

Public function UFunction BlueprintCallable, Category

void

 

SetGlobalTransform

(
    const FTransform& InTransform
)

This returns root component transform based on attach when there is no attach, it is based on 0

Public function Virtual UFunction blueprintsetter

void

 

SetHovered

(
    bool bInHovered
)

Set the control to be hovered

Public function Virtual UFunction blueprintsetter

void

 

SetSelectable

(
    bool bInSelectable
)

Set the control to be selected/unselected

Public function Virtual UFunction blueprintsetter

void

 

SetSelected

(
    bool bInSelected
)

Set the control to be selected/unselected

Public function Virtual

void

 

TickControl()

Called from the edit mode each tick

Overridden from AActor

Name Description

Public function Virtual Const

bool

 

IsSelectable()

Get wether the control is selectable/unselectable

Overridden from UObject

Name Description

Public function Virtual Const UFunction blueprintgetter

bool

 

IsSelectedInEditor()

Get whether the control is selected/unselected

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