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API > API/Plugins > API/Plugins/ControlRig > API/Plugins/ControlRig/Constraints
Inheritance Hierarchy
- UObject
- UTransformableHandle
- UTransformableControlHandle
References
| Module | ControlRig |
| Header | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/Constraints/ControlRigTransformableHandle.h |
| Include | #include "Constraints/ControlRigTransformableHandle.h" |
Syntax
UCLASS (Blueprintable)
class UTransformableControlHandle : public UTransformableHandle
Remarks
Variables
| Type | Name | Description | |
|---|---|---|---|
| FName | ControlName | The ControlName of the control that this handle is pointing at. | |
| TSoftObjectPtr< UControlRig > | ControlRig | The ControlRig that this handle is pointing at. |
Destructors
| Type | Name | Description | |
|---|---|---|---|
| UTransformableControlHandle |
Functions
| Type | Name | Description | |
|---|---|---|---|
| uint32 | ComputeHash
(
const UControlRig* InControlRig, |
Generates a hash value based on ControlRig and ControlName. | |
| void | OnControlModified
(
UControlRig* InControlRig, |
||
| void | PostLoad () |
||
| void | |||
| void | Registers/Unregisters useful delegates to track changes in the control's transform. |
Overridden from UTransformableHandle
| Type | Name | Description | |
|---|---|---|---|
| bool | AddTransformKeys
(
const TArray< FFrameNumber >& InFrames, |
Add Transform Keys at the specified times | |
| UTransformableHandle * | Make a duplicate of myself with this outer | ||
| TArrayView< FMovieSceneDoubleChannel * > | GetDoubleChannels
(
const UMovieSceneSection* InSection |
Get the array of double channels for the specified section | |
| TArrayView< FMovieSceneFloatChannel * > | GetFloatChannels
(
const UMovieSceneSection* InSection |
Get the array of float channels for the specified section | |
| FString | GetFullLabel () |
||
| FTransform | Gets the global transform of the control. | ||
| uint32 | GetHash () |
Generates a hash value of the underlying transformable object. | |
| FString | GetLabel () |
Returns labels used for UI. | |
| FTransform | Sets the local transform of the control. | ||
| UObject * | Returns the target object containing the tick function (e.i. SkeletalComponent bound to ControlRig). | ||
| FTickPrerequisite | Look for a possible tick function that can be used as a prerequisite. | ||
| TWeakObjectPtr< UObject > | GetTarget () |
Returns the underlying targeted object. | |
| FTickFunction * | Returns ths SkeletalComponent tick function. | ||
| bool | HasDirectDependencyWith
(
const UTransformableHandle& InOther |
Check for direct dependencies (ie hierarchy + skeletal mesh) with InOther. | |
| bool | IsValid
(
const bool bDeepCheck |
Sanity check to ensure that ControlRig and ControlName are safe to use. | |
| void | PreEvaluate
(
const bool bTick |
Perform any pre-evaluation of the handle to ensure that the transform data is up to date. | |
| void | ResolveBoundObjects
(
FMovieSceneSequenceID LocalSequenceID, |
Resolve the bound objects so that any object it references are resolved and correctly set up | |
| void | SetGlobalTransform
(
const FTransform& InGlobal |
Sets the global transform of the control. | |
| void | SetLocalTransform
(
const FTransform& InLocal |
Sets the local transform of the control. | |
| void | TickTarget () |
Tick any skeletal mesh related to the bound component. |