| ComponentReference |
FSoftComponentReference |
The component to map to the Control Rig. |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|
| Direction |
EControlRigComponentMapDirection |
The direction (input / output) to be used for mapping an element. |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|
| ElementIndex |
int32 |
|
ControlRigComponent.h |
|
| ElementName |
FName |
The name of the element to map to. |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|
| ElementType |
ERigElementType |
The type of element this is mapped to. |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|
| Offset |
FTransform |
The offset transform to apply. |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|
| SceneComponent |
TObjectPtr< USceneComponent > |
|
ControlRigComponent.h |
|
| Space |
EControlRigComponentSpace |
Space in which the mapping happens |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|
| SubIndex |
int32 |
|
ControlRigComponent.h |
|
| TransformIndex |
int32 |
An optional index that can be used with components with multiple transforms (for example the InstancedStaticMeshComponent) |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|
| TransformName |
FName |
An optional name that can be used with components that have sockets (for example the SkeletalMeshComponent) |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|
| Weight |
float |
Defines how much the mapped element should be driven |
ControlRigComponent.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Mapping"
|