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API > API/Plugins > API/Plugins/ControlRig
| Name | FControlRigComponentMappedElement |
| Type | struct |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRigComponent.h |
| Include Path | #include "ControlRigComponent.h" |
Syntax
USTRUCT (BlueprintType , DisplayName="Mapped Element")
struct FControlRigComponentMappedElement
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FControlRigComponentMappedElement() |
ControlRigComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ComponentReference | FSoftComponentReference | The component to map to the Control Rig. | ControlRigComponent.h |
|
| Direction | EControlRigComponentMapDirection | The direction (input / output) to be used for mapping an element. | ControlRigComponent.h |
|
| ElementIndex | int32 | ControlRigComponent.h |
|
|
| ElementName | FName | The name of the element to map to. | ControlRigComponent.h |
|
| ElementType | ERigElementType | The type of element this is mapped to. | ControlRigComponent.h |
|
| Offset | FTransform | The offset transform to apply. | ControlRigComponent.h |
|
| SceneComponent | TObjectPtr< USceneComponent > | ControlRigComponent.h |
|
|
| Space | EControlRigComponentSpace | Space in which the mapping happens | ControlRigComponent.h |
|
| SubIndex | int32 | ControlRigComponent.h |
|
|
| TransformIndex | int32 | An optional index that can be used with components with multiple transforms (for example the InstancedStaticMeshComponent) | ControlRigComponent.h |
|
| TransformName | FName | An optional name that can be used with components that have sockets (for example the SkeletalMeshComponent) | ControlRigComponent.h |
|
| Weight | float | Defines how much the mapped element should be driven | ControlRigComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FControlRigAnimInstanceProxy * GetAnimProxyOnGameThread() |
ControlRigComponent.h |