| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/ControlRig/Source/ControlRig/Public/ControlRigComponent.h |
Include |
#include "ControlRigComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup="Animation", Meta=(BlueprintSpawnableComponent))
class UControlRigComponent : public UPrimitiveComponent
A component that hosts an animation ControlRig, manages control components and marshals data between the two
Name | Description | ||
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bDrawBones |
When checked the rig's bones are drawn using debug drawing similar to the animation editor viewport |
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bResetInitialsBeforeSetup |
When checked the initial transforms on bones, spaces and controls are reset prior to a setup event |
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bResetTransformBeforeTick |
When checked the transforms are reset before a tick / update of the rig |
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bShowDebugDrawing |
When checked the rig's debug drawing instructions are drawn in the viewport |
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bUpdateInEditor |
When checked the rig is run in the editor viewport without running / simulation the game |
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bUpdateRigOnTick |
When checked this ensures to run the rig's update on the component's tick automatically |
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TSubclassOf< UC... |
ControlRigClass |
The class of control rig to instantiate |
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MappedElements |
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OnPostInitializeDelegate |
Event fired after this component's ControlRig is initialized |
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OnPostSetupDelegate |
Event fired after this component's ControlRig is setup |
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OnPostUpdateDelegate |
Event fired after this component's ControlRig is updated |
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OnPreSetupDelegate |
Event fired before this component's ControlRig is setup |
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OnPreUpdateDelegate |
Event fired before this component's ControlRig is updated |
Name | Description | |
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UControlRigComponent ( |
Name | Description | ||
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AddMappedCompleteSkeletalMesh ( |
Adds all matching bones to the rig |
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AddMappedComponents |
Adds a series of mapped bones to the rig |
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AddMappedElements |
Adds the provided mapped elements to the component |
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AddMappedSkeletalMesh ( |
Adds a series of mapped bones to the rig |
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ClearMappedElements() |
Removes all mapped elements from the component |
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DoesElementExist ( |
Returns true if an element given a type and name exists in the rig |
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float |
GetAbsoluteTime() |
Get the ControlRig's local time in seconds since its last initialize |
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GetBoneTransform ( |
Returns the transform of the bone in the requested space |
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GetControlBool ( |
Returns the value of a bool control |
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float |
GetControlFloat ( |
Returns the value of a float control |
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GetControlInt ( |
Returns the value of an integer control |
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GetControlOffset ( |
Returns the offset transform of a control |
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GetControlPosition ( |
Returns the value of a position control |
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UControlRig ... |
GetControlRig() |
Get the ControlRig hosted by this component |
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GetControlRotator ( |
Returns the value of a rotator control |
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GetControlScale ( |
Returns the value of a scale control |
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GetControlTransform ( |
Returns the value of a transform control |
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GetControlVector2D ( |
Returns the value of a Vector3D control |
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GetElementNames ( |
Returns all of the names for a given element type (Bone, Control, etc) |
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GetInitialBoneTransform ( |
Returns the initial transform of the bone in the requested space |
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GetInitialSpaceTransform ( |
Returns the initial transform of the space in the requested space |
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GetSpaceTransform ( |
Returns the transform of the space in the requested space |
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Initialize() |
Initializes the rig's memory and calls the setup event |
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FControlRigC... |
OnControlRigCreated() |
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OnPostInitialize ( |
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OnPostSetup ( |
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OnPostUpdate ( |
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OnPreSetup ( |
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OnPreUpdate ( |
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SetBoneInitialTransformsFromSkeletalMesh ( |
Setup the initial transforms / ref pose of the bones based on a skeletal mesh |
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SetBoneTransform ( |
Sets the transform of the bone in the requested space |
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SetControlBool |
Sets the value of a bool control |
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SetControlFloat ( |
Sets the value of a float control |
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SetControlInt |
Sets the value of an integer control |
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SetControlOffset ( |
Sets the offset transform of a control |
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SetControlPosition ( |
Sets the value of a position control |
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SetControlRig ( |
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SetControlRotator ( |
Sets the value of a rotator control |
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SetControlScale ( |
Sets the value of a scale control |
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SetControlTransform ( |
Sets the value of a transform control |
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SetControlVector2D |
Sets the value of a vector2D control |
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SetInitialBoneTransform ( |
Sets the initial transform of the bone in the requested space |
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SetInitialSpaceTransform ( |
Sets the transform of the space in the requested space |
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SetMappedElements |
Replaces the mapped elements on the component with the provided array |
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Update ( |
Updates and ticks the rig. |
Name | Description | ||
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
Name | Description | ||
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
Name | Description | ||
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
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TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
Name |
Description |
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FControlRigComponentEvent |
Name |
Description |
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EditorNotifications |