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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_ControlRigBase |
| Type | struct |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/AnimNode_ControlRigBase.h |
| Include Path | #include "AnimNode_ControlRigBase.h" |
Syntax
USTRUCT ()
struct FAnimNode_ControlRigBase : public FAnimNode_CustomProperty
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_CustomProperty → FAnimNode_ControlRigBase
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNode_ControlRigBase() |
AnimNode_ControlRigBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UControlRig * GetControlRig() |
Return Control Rig of current object | AnimNode_ControlRigBase.h | |
virtual TSubclassOf< UControlRig > GetControlRigClass() |
AnimNode_ControlRigBase.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
AnimNode_ControlRigBase.h | ||
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
AnimNode_ControlRigBase.h | ||
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
AnimNode_ControlRigBase.h | ||
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
AnimNode_ControlRigBase.h | ||
virtual bool NeedsOnInitializeAnimInstance() |
AnimNode_ControlRigBase.h | ||
virtual void OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
AnimNode_ControlRigBase.h | ||
virtual void Update_AnyThread
(
const FAnimationUpdateContext& Context |
AnimNode_ControlRigBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanExecute() |
AnimNode_ControlRigBase.h | ||
void ExecuteConstructionIfNeeded() |
AnimNode_ControlRigBase.h | ||
void ExecuteControlRig
(
FPoseContext& InOutput |
Execute control rig on the input pose and outputs the result | AnimNode_ControlRigBase.h | |
TArray< TObjectPtr< UAssetUserData > > GetAssetUserData() |
AnimNode_ControlRigBase.h | ||
void QueueControlRigDrawInstructions
(
UControlRig* ControlRig, |
AnimNode_ControlRigBase.h | ||
void UpdateGetAssetUserDataDelegate
(
UControlRig* InControlRig |
AnimNode_ControlRigBase.h | ||
virtual void UpdateInput
(
UControlRig* ControlRig, |
Update input/output to control rig | AnimNode_ControlRigBase.h | |
virtual void UpdateOutput
(
UControlRig* ControlRig, |
AnimNode_ControlRigBase.h |
Overridden from FAnimNode_CustomProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UClass * GetTargetClass() |
AnimNode_ControlRigBase.h |