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API > API/Plugins > API/Plugins/ControlRig
| Name | FControlRigObjectBinding |
| Type | class |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRigObjectBinding.h |
| Include Path | #include "ControlRigObjectBinding.h" |
Syntax
class FControlRigObjectBinding : public IControlRigObjectBinding
Implements Interfaces
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FControlRigObjectBinding() |
ControlRigObjectBinding.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoundObject | TWeakObjectPtr< UObject > | The scene component or USkeleton we are bound to | ControlRigObjectBinding.h | |
| ControlRigBind | FControlRigBind | ControlRigObjectBinding.h | ||
| ControlRigUnbind | FControlRigUnbind | ControlRigObjectBinding.h |
Functions
Public
Overridden from IControlRigObjectBinding
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BindToObject
(
UObject* InObject |
Bind to a runtime object | ControlRigObjectBinding.h | |
virtual UObject * GetBoundObject() |
Get the current object we are bound to | ControlRigObjectBinding.h | |
virtual AActor * GetHostingActor() |
Find the actor we are bound to, if any | ControlRigObjectBinding.h | |
virtual bool IsBoundToObject
(
UObject* InObject |
Check whether we are bound to the supplied object. | ControlRigObjectBinding.h | |
virtual FControlRigBind & OnControlRigBind() |
ControlRigObjectBinding.h | ||
virtual FControlRigUnbind & OnControlRigUnbind() |
ControlRigObjectBinding.h | ||
virtual void UnbindFromObject() |
Unbind from the current bound runtime object | ControlRigObjectBinding.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ControlRigObjectBinding.h |