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API > API/Plugins > API/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 | |
|---|---|---|---|
| bool | bClearEventQueueRequired | ||
| bool | bControlRigRequiresInitialization | ||
| bool | bExecute | ||
| bool | bResetInputPoseToInitial | If this is checked the rig's pose needs to be reset to its initial prior to evaluating the rig. | |
| bool | bTransferInputCurves | If this is checked the curves coming from the AnimBP will be transferred into the Control Rig. | |
| bool | bTransferInputPose | If this is checked the bone pose coming from the AnimBP will be transferred into the Control Rig. | |
| 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. | |
| TArray< TPair< uint16, uint16 > > | ControlRigBoneInputMappingByIndex | Complete mapping from skeleton to control rig bone index | |
| TMap< FName, uint16 > | ControlRigBoneInputMappingByName | Rig Hierarchy bone name to required array index mapping | |
| TArray< TPair< uint16, uint16 > > | ControlRigBoneOutputMappingByIndex | ||
| TMap< FName, uint16 > | ControlRigBoneOutputMappingByName | ||
| TArray< TPair< uint16, FName > > | ControlRigCurveMappingByIndex | Complete mapping from skeleton to curve name | |
| TMap< FName, FName > | ControlRigCurveMappingByName | Rig Curve name to Curve mapping | |
| TArray< FControlRigAnimNodeEventName > | EventQueue | The customized event queue to run. | |
| TArray< FBoneReference > | InputBonesToTransfer | An inclusive list of bones to transfer as part of the input pose transfer phase. | |
| FControlRigIOSettings | InputSettings | ||
| TMap< FName, int32 > | InputToControlIndex | ||
| float | InternalBlendAlpha | The below is alpha value support for control rig. | |
| uint16 | LastBonesSerialNumberForCacheBones | ||
| TWeakObjectPtr< UNodeMappingContainer > | NodeMappingContainer | Node Mapping Container | |
| TArray< FBoneReference > | OutputBonesToTransfer | An inclusive list of bones to transfer as part of the output pose transfer phase. | |
| FControlRigIOSettings | OutputSettings | ||
| FPoseLink | Source |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CanExecute () |
||
| void | ExecuteControlRig
(
FPoseContext& InOutput |
Execute control rig on the input pose and outputs the result | |
| UControlRig * | Return Control Rig of current object | ||
| TSubclassOf< UControlRig > | |||
| void | QueueControlRigDrawInstructions
(
UControlRig* ControlRig, |
||
| void | UpdateInput
(
UControlRig* ControlRig, |
Update input/output to control rig | |
| void | UpdateOutput
(
UControlRig* ControlRig, |
Overridden from FAnimNode_CustomProperty
| Type | Name | Description | |
|---|---|---|---|
| UClass * | Get Target Class |
Overridden from FAnimNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | |
| void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | |
| void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Called when the node first runs. | |
| 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. | ||
| 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 | |
| void | Update_AnyThread
(
const FAnimationUpdateContext& Context |
Called to update the state of the graph relative to this node. |