UFKControlRig

Rig that allows override editing per joint

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Inheritance Hierarchy

References

Module

ControlRig

Header

/Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/Rigs/FKControlRig.h

Include

#include "Rigs/FKControlRig.h"

Syntax

UCLASS(NotBlueprintable, Meta=(DisplayName="FK Control Rig"))
class UFKControlRig : public UControlRig

Remarks

Rig that allows override editing per joint

Constructors

Name Description

Public function

UFKControlRig

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

CanToggleApplyMode()

Public function Const

bool

 

GetControlActive

(
    int32 Index
)

Public function Static

FName

 

GetControlName

(
    const FName& InBoneName
)

Utility function to

Public function

TArray< FNam...

 

GetControlNames()

Public function Const

bool

 

IsApplyModeAdditive()

Public function

void

 

SetControlActive

(
    const TArray< FFKBoneCheckInfo >& ...
)

Public function

void

 

SetControlActive

(
    int32 Index,
    bool bActive
)

Public function

void

 

ToggleApplyMode()

Overridden from UControlRig

Name Description

Public function Virtual

void

 

ExecuteUnits

(
    FRigUnitContext& InOutContext,
    const FName& InEventName
)

ExecuteUnits

Public function Virtual

void

 

Initialize

(
    bool bInitRigUnits
)

BEGIN ControlRig.

Public function Virtual

void

 

SetBoneInitialTransformsFromSkeletalMeshComponent

(
    USkeletalMeshComponent* InSkel...,
    bool bUseAnimInstance
)

Setup the initial transform / ref pose of the bones based upon skeletal mesh component (ref skeleton) This uses the RefSkeleton pose instead of the current refpose (or vice versae is bUseAnimInstance == true)