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Unreal Engine C++ API Reference > Plugins > ControlRig
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_CustomProperty
- FAnimNode_ControlRigBase
- FAnimNode_ControlRig
- FAnimNode_ControlRig_ExternalSource
References
Module | ControlRig |
Header | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/AnimNode_ControlRigBase.h |
Include | #include "AnimNode_ControlRigBase.h" |
Syntax
USTRUCT&40;&41;
struct FAnimNode_ControlRigBase : public FAnimNode_CustomProperty
Remarks
Animation node that allows animation ControlRig output to be used in an animation graph
Variables
Type | Name | Description | |
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bool | bClearEventQueueRequired | |
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bool | bControlRigRequiresInitialization | |
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bool | bExecute | |
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bool | bResetInputPoseToInitial | If this is checked the rig's pose needs to be reset to its initial prior to evaluating the rig. |
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bool | bTransferInputCurves | If this is checked the curves coming from the AnimBP will be transferred into the Control Rig. |
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bool | bTransferInputPose | If this is checked the bone pose coming from the AnimBP will be transferred into the Control Rig. |
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bool | bTransferPoseInGlobalSpace | Transferring the pose in global space guarantees a global pose match, while transferring in local space ensures a match of the local transforms. |
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TArray< TPair< uint16, uint16 > > | ControlRigBoneInputMappingByIndex | Complete mapping from skeleton to control rig bone index |
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TMap< FName, uint16 > | ControlRigBoneInputMappingByName | Rig Hierarchy bone name to required array index mapping |
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TArray< TPair< uint16, uint16 > > | ControlRigBoneOutputMappingByIndex | |
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TMap< FName, uint16 > | ControlRigBoneOutputMappingByName | |
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TArray< TPair< uint16, FName > > | ControlRigCurveMappingByIndex | Complete mapping from skeleton to curve name |
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TMap< FName, FName > | ControlRigCurveMappingByName | Rig Curve name to Curve mapping |
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TArray< FControlRigAnimNodeEventName > | EventQueue | The customized event queue to run. |
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TArray< FBoneReference > | InputBonesToTransfer | An inclusive list of bones to transfer as part of the input pose transfer phase. |
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FControlRigIOSettings | InputSettings | |
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TMap< FName, int32 > | InputToControlIndex | |
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float | InternalBlendAlpha | The below is alpha value support for control rig. |
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uint16 | LastBonesSerialNumberForCacheBones | |
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TWeakObjectPtr< UNodeMappingContainer > | NodeMappingContainer | Node Mapping Container |
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TArray< FBoneReference > | OutputBonesToTransfer | An inclusive list of bones to transfer as part of the output pose transfer phase. |
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FControlRigIOSettings | OutputSettings | |
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FPoseLink | Source |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool | CanExecute () |
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void | ExecuteControlRig
(
FPoseContext& InOutput |
Execute control rig on the input pose and outputs the result |
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UControlRig * | Return Control Rig of current object | |
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TSubclassOf< UControlRig > | ||
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void | QueueControlRigDrawInstructions
(
UControlRig* ControlRig, |
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void | UpdateInput
(
UControlRig* ControlRig, |
Update input/output to control rig |
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void | UpdateOutput
(
UControlRig* ControlRig, |
Overridden from FAnimNode_CustomProperty
Type | Name | Description | |
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UClass * | Get Target Class |
Overridden from FAnimNode_Base
Type | Name | Description | |
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void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
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void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
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void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. |
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void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. |
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bool | For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. | |
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void | OnInitializeAnimInstance
(
const FAnimInstanceProxy* InProxy, |
We only subscribe to the OnInitializeAnimInstance path because we need to cache our source object, so we only override these methods in editor at the moment |
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void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |