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SetBoneRotation is used to perform a change in the hierarchy by setting a single bone's rotation.
| Name | FRigUnit_SetBoneRotation |
| Type | struct |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/Units/Hierarchy/RigUnit_SetBoneRotation.h |
| Include Path | #include "Units/Hierarchy/RigUnit_SetBoneRotation.h" |
Syntax
USTRUCT (
Meta=(DisplayName="Set Rotation", Category="Hierarchy", DocumentationPolicy="Strict", Keywords="SetBoneRotation", Deprecated="4.25"))
struct FRigUnit_SetBoneRotation : public FRigUnitMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_SetBoneRotation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_SetBoneRotation() |
Units/Hierarchy/RigUnit_SetBoneRotation.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Bone | FName | The name of the Bone to set the rotation for. | Units/Hierarchy/RigUnit_SetBoneRotation.h |
|
| bPropagateToChildren | bool | If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. | Units/Hierarchy/RigUnit_SetBoneRotation.h |
|
| CachedBone | FCachedRigElement | Used to cache the internally used bone index. | Units/Hierarchy/RigUnit_SetBoneRotation.h |
|
| Rotation | FQuat | The rotation value to set for the given Bone. | Units/Hierarchy/RigUnit_SetBoneRotation.h |
|
| Space | ERigVMTransformSpace | Defines if the bone's rotation should be set in local or global space. | Units/Hierarchy/RigUnit_SetBoneRotation.h |
|
| Weight | float | The weight of the change - how much the change should be applied | Units/Hierarchy/RigUnit_SetBoneRotation.h |
|
Functions
Public
Overridden from FRigVMStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
Units/Hierarchy/RigUnit_SetBoneRotation.h | ||
virtual FRigVMStructUpgradeInfo GetUpgradeInfo() |
Units/Hierarchy/RigUnit_SetBoneRotation.h |