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Unreal Engine C++ API Reference > Plugins > ControlRig
References
Module | ControlRig |
Header | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRigDefines.h |
Include | #include "ControlRigDefines.h" |
Syntax
enum ERigExecutionType
{
Runtime,
Editing,
Max,
}
Values
Name | Description |
---|---|
Runtime | |
Editing | |
Max |
Remarks
Thought of mixing this with execution on the problem is execution on is transient state, and this execution type is something to be set per rig