UNodeMappingContainer

Node Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UNodeMappingContainer

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Animation/NodeMappingContainer.h

Include

#include "Animation/NodeMappingContainer.h"

Syntax

class UNodeMappingContainer : public UObject

Remarks

Node Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping. Will need to improve interface better

Constructors

Name Description

Public function

UNodeMappingContainer

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddDefaultMapping()

This just maps between source to target by name if same

Public function

void

 

AddMapping

(
    const FName& InSourceNode,
    const FName& InTargetNode
)

Add/delete mapping.

Public function

void

 

DeleteMapping

(
    const FName& InSourceNode
)

Public function Const

bool

 

DoesContainMapping

(
    const FName& SourceNode
)

Return true if source name is mapped

Public function Const

FString

 

GetDisplayName()

Public function Const

const TMap< ...

 

GetNodeMappingTable()

Getting node mapping table { source, target }

Public function

UObject *...

 

GetSourceAsset()

Asset getters.

Public function Const

const TSoftO...

 

GetSourceAssetSoftObjectPtr()

Soft object reference

Public function Const

const TMap< ...

 

GetSourceItems()

Item getters.

Public function Const

FTransform

 

GetSourceToTargetTransform

(
    const FName& SourceNode
)

This function is not fast, if you want to do this for every frame, cache it somewhere

Public function

UObject *...

 

GetTargetAsset()

Public function Const

const TSoftO...

 

GetTargetAssetSoftObjectPtr()

Public function Const

const TMap< ...

 

GetTargetItems()

Public function Const

void

 

GetTargetToSourceMappingTable

(
    TMap< FName, FName >& OutMappingTa...
)

Get reverse node mapping table { target, source }

Public function

void

 

RefreshDataFromAssets()

Update data from assets

Public function

void

 

SetSourceAsset

(
    UObject* InSourceAsset
)

Asset setters.

Public function

void

 

SetTargetAsset

(
    UObject* InTargetAsset
)

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