Module |
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Header |
/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Public/ControlRigComponent.h |
Include |
#include "ControlRigComponent.h" |
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType), DisplayName="Mapped Element")
struct FControlRigComponentMappedElement
Name | Description | ||
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ComponentReference |
The component to map to the Control Rig. |
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Direction |
The direction (input / output) to be used for mapping an element. |
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ElementIndex |
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ElementName |
The name of the element to map to. |
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ElementType |
The type of element this is mapped to. |
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Offset |
The offset transform to apply. |
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SceneComponent |
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Space |
Space in which the mapping happens |
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SubIndex |
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TransformIndex |
An optional index that can be used with components with multiple transforms (for example the InstancedStaticMechComponent) |
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TransformName |
An optional name that can be used with components that have sockets (for example the SkeletalMeshComponent) |
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float |
Weight |
Defines how much the mapped element should be driven |
Name | Description | |
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FControlRigComponentMappedElement() |
Name | Description | ||
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FControlRigA... |
GetAnimProxyOnGameThread() |