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Unreal Engine C++ API Reference > Plugins > ControlRig > FControlRigObjectBinding
- IControlRigObjectBinding::IsBoundToObject()
- FControlRigObjectBinding::IsBoundToObject()
References
Module | ControlRig |
Header | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRigObjectBinding.h |
Include | #include "ControlRigObjectBinding.h" |
Source | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Private/ControlRigObjectBinding.cpp |
virtual bool IsBoundToObject
&40;
UObject &42; InObject
&41; const
Remarks
Check whether we are bound to the supplied object. This can be distinct from a direct pointer comparison (e.g. in the case of an actor passed to BindToObject, we may actually bind to one of its components).