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API > API/Plugins > API/Plugins/ControlRig
Animation node that allows animation ControlRig output to be used in an animation graph
| Name | FAnimNode_ControlRig |
| Type | struct |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/AnimNode_ControlRig.h |
| Include Path | #include "AnimNode_ControlRig.h" |
Syntax
USTRUCT ()
struct FAnimNode_ControlRig : public FAnimNode_ControlRigBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_CustomProperty → FAnimNode_ControlRigBase → FAnimNode_ControlRig
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_ControlRig() |
AnimNode_ControlRig.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FAnimNode_ControlRig() |
AnimNode_ControlRig.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Alpha | float | Alpha value handler | AnimNode_ControlRig.h |
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| AlphaBoolBlend | FInputAlphaBoolBlend | AnimNode_ControlRig.h |
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| AlphaCurveName | FName | AnimNode_ControlRig.h |
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| AlphaInputType | EAnimAlphaInputType | AnimNode_ControlRig.h |
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| AlphaScaleBias | FInputScaleBias | AnimNode_ControlRig.h |
|
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| AlphaScaleBiasClamp | FInputScaleBiasClamp | AnimNode_ControlRig.h |
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| bAlphaBoolEnabled | uint8 | AnimNode_ControlRig.h |
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| bSetRefPoseFromSkeleton | uint8 | Override the initial transforms with those taken from the mesh component. | AnimNode_ControlRig.h |
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| ControlRig | TObjectPtr< UControlRig > | Cached ControlRig | AnimNode_ControlRig.h |
|
| ControlRigClass | TSubclassOf< UControlRig > | The class to use for the rig. | AnimNode_ControlRig.h |
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| ControlRigPerClass | TMap< TObjectPtr< UClass >, TObjectPtr< UControlRig > > | Cached ControlRigs per class | AnimNode_ControlRig.h |
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| DefaultControlRigClass | TSubclassOf< UControlRig > | The default class to use for the rig. | AnimNode_ControlRig.h | |
| InputMapping | TMap< FName, FName > | We only save mapping, we have to query control rig when runtime to ensure type and everything is still valid or not | AnimNode_ControlRig.h | |
| LODThreshold | int32 | Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited | AnimNode_ControlRig.h |
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| OutputMapping | TMap< FName, FName > | AnimNode_ControlRig.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void PostSerialize
(
const FArchive& Ar |
AnimNode_ControlRig.h | ||
void SetControlRigClass
(
TSubclassOf< UControlRig > InControlRigClass |
AnimNode_ControlRig.h |
Overridden from FAnimNode_ControlRigBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UControlRig * GetControlRig() |
Return Control Rig of current object | AnimNode_ControlRig.h | |
virtual TSubclassOf< UControlRig > GetControlRigClass() |
AnimNode_ControlRig.h |
Overridden from FAnimNode_CustomProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Void SetIOMapping(bool bInput, const FName& SourceProperty, const FName& TargetCurve); FName GetIOMapping(bool bInput, const FName& SourceProperty) const; | AnimNode_ControlRig.h | ||
virtual void PropagateInputProperties
(
const UObject* InSourceInstance |
AnimNode_ControlRig.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
AnimNode_ControlRig.h | ||
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
AnimNode_ControlRig.h | ||
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
AnimNode_ControlRig.h | ||
virtual int32 GetLODThreshold() |
AnimNode_ControlRig.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
AnimNode_ControlRig.h | ||
virtual void OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
AnimNode_ControlRig.h | ||
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
AnimNode_ControlRig.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool UpdateControlRigIfNeeded
(
const UAnimInstance* InAnimInstance, |
AnimNode_ControlRig.h |
Overridden from FAnimNode_ControlRigBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void UpdateInput
(
UControlRig* ControlRig, |
Update input/output to control rig | AnimNode_ControlRig.h | |
virtual void UpdateOutput
(
UControlRig* InControlRig, |
AnimNode_ControlRig.h |
Overridden from FAnimNode_CustomProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UClass * GetTargetClass() |
AnimNode_ControlRig.h |