Navigation
API > API/Plugins > API/Plugins/ControlRig
A component that hosts an animation ControlRig, manages control components and marshals data between the two
| Name | UControlRigComponent |
| Type | class |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRigComponent.h |
| Include Path | #include "ControlRigComponent.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, ClassGroup="Animation", Meta=(BlueprintSpawnableComponent))
class UControlRigComponent : public UPrimitiveComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UControlRigComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UControlRigComponent
(
const FObjectInitializer& ObjectInitializer |
ControlRigComponent.h |
Classes
| Name | Remarks |
|---|---|
| FControlRigComponentEvent |
Structs
| Name | Remarks |
|---|---|
| FCachedSkeletalMeshComponentSettings |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| EditorNotifications | TMap< FString, TSharedPtr< SNotificationItem > > | ControlRigComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDrawBones | bool | When checked the rig's bones are drawn using debug drawing similar to the animation editor viewport | ControlRigComponent.h |
|
| bEnableLazyEvaluation | bool | When checked the rig will only run if any of the mapped inputs has changed | ControlRigComponent.h |
|
| bResetInitialsBeforeConstruction | bool | When checked the initial transforms on bones, nulls and controls are reset prior to a construction event | ControlRigComponent.h |
|
| bResetTransformBeforeTick | bool | When checked the transforms are reset before a tick / update of the rig | ControlRigComponent.h |
|
| bShowDebugDrawing | bool | When checked the rig's debug drawing instructions are drawn in the viewport | ControlRigComponent.h |
|
| bUpdateInEditor | bool | When checked the rig is run in the editor viewport without running / simulation the game | ControlRigComponent.h |
|
| bUpdateRigOnTick | bool | When checked this ensures to run the rig's update on the component's tick automatically | ControlRigComponent.h |
|
| ControlRigClass | TSubclassOf< UControlRig > | The class of control rig to instantiate | ControlRigComponent.h |
|
| LazyEvaluationPositionThreshold | float | The delta threshold for a translation / position difference. 0.0 disables position differences. | ControlRigComponent.h |
|
| LazyEvaluationRotationThreshold | float | The delta threshold for a rotation difference (in degrees). 0.0 disables rotation differences. | ControlRigComponent.h |
|
| LazyEvaluationScaleThreshold | float | The delta threshold for a scale difference. 0.0 disables scale differences. | ControlRigComponent.h |
|
| MappedElements | TArray< FControlRigComponentMappedElement > | ControlRigComponent.h |
|
|
| OnPostConstructionDelegate | FControlRigComponentDelegate | Event fired after this component's ControlRig is setup | ControlRigComponent.h |
|
| OnPostForwardsSolveDelegate | FControlRigComponentDelegate | Event fired after this component's ControlRig's forwards solve | ControlRigComponent.h |
|
| OnPostInitializeDelegate | FControlRigComponentDelegate | Event fired after this component's ControlRig is initialized | ControlRigComponent.h |
|
| OnPreConstructionDelegate | FControlRigComponentDelegate | Event fired before this component's ControlRig is setup | ControlRigComponent.h |
|
| OnPreForwardsSolveDelegate | FControlRigComponentDelegate | Event fired before this component's ControlRig's forwards solve | ControlRigComponent.h |
|
| OnPreInitializeDelegate | FControlRigComponentDelegate | Event fired just before this component's ControlRig is initialized | ControlRigComponent.h |
|
| UserDefinedElements | TArray< FControlRigComponentMappedElement > | ControlRigComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsInsideInitializeBracket | bool | ControlRigComponent.h | ||
| bNeedsEvaluation | bool | ControlRigComponent.h | ||
| bNeedToInitialize | bool | ControlRigComponent.h | ||
| CachedSkeletalMeshComponentSettings | TMap< USkeletalMeshComponent *, FCachedSkeletalMeshComponentSettings > | ControlRigComponent.h | ||
| ControlRig | TObjectPtr< UControlRig > | ControlRigComponent.h |
|
|
| ControlRigCreatedEvent | FControlRigComponentEvent | ControlRigComponent.h | ||
| InputElementIndices | TArray< int32 > | ControlRigComponent.h | ||
| InputTransforms | TArray< FTransform > | ControlRigComponent.h | ||
| LastInputTransforms | TArray< FTransform > | ControlRigComponent.h | ||
| ObjectBinding | TSharedPtr< IControlRigObjectBinding > | ControlRigComponent.h | ||
| TempAttributeContainer | UE::Anim::FMeshAttributeContainer | ControlRigComponent.h | ||
| TickDependencyErrorMessages | TSet< FString > | ControlRigComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddMappedCompleteSkeletalMesh
(
USkeletalMeshComponent* SkeletalMeshComponent, |
Adds all matching bones to the rig, should not be used before OnPreInitialize Event | ControlRigComponent.h |
|
void AddMappedComponents
(
TArray< FControlRigComponentMappedComponent > Components |
Adds a series of mapped bones to the rig, should not be used before OnPreInitialize Event | ControlRigComponent.h |
|
void AddMappedElements
(
TArray< FControlRigComponentMappedElement > NewMappedElements |
Adds the provided mapped elements to the component, should not be used before OnPreInitialize Event | ControlRigComponent.h |
|
void AddMappedSkeletalMesh
(
USkeletalMeshComponent* SkeletalMeshComponent, |
Adds a series of mapped bones to the rig, should not be used before OnPreInitialize Event | ControlRigComponent.h |
|
bool CanExecute() |
Returns true if the Component can execute its Control Rig | ControlRigComponent.h |
|
void ClearMappedElements() |
Removes all mapped elements from the component | ControlRigComponent.h |
|
bool DoesElementExist
(
FName Name, |
Returns true if an element given a type and name exists in the rig | ControlRigComponent.h |
|
float GetAbsoluteTime() |
Get the ControlRig's local time in seconds since its last initialize | ControlRigComponent.h |
|
FTransform GetBoneTransform
(
FName BoneName, |
Returns the transform of the bone in the requested space | ControlRigComponent.h |
|
bool GetControlBool
(
FName ControlName |
Returns the value of a bool control | ControlRigComponent.h |
|
float GetControlFloat
(
FName ControlName |
Returns the value of a float control | ControlRigComponent.h |
|
int32 GetControlInt
(
FName ControlName |
Returns the value of an integer control | ControlRigComponent.h |
|
FTransform GetControlOffset
(
FName ControlName, |
Returns the offset transform of a control | ControlRigComponent.h |
|
FVector GetControlPosition
(
FName ControlName, |
Returns the value of a position control | ControlRigComponent.h |
|
UControlRig * GetControlRig() |
Get the ControlRig hosted by this component | ControlRigComponent.h |
|
FRotator GetControlRotator
(
FName ControlName, |
Returns the value of a rotator control | ControlRigComponent.h |
|
FVector GetControlScale
(
FName ControlName, |
Returns the value of a scale control | ControlRigComponent.h |
|
FTransform GetControlTransform
(
FName ControlName, |
Returns the value of a transform control | ControlRigComponent.h |
|
FVector2D GetControlVector2D
(
FName ControlName |
Returns the value of a Vector3D control | ControlRigComponent.h |
|
TArray< FName > GetElementNames
(
ERigElementType ElementType |
Returns all of the names for a given element type (Bone, Control, etc) | ControlRigComponent.h |
|
FTransform GetInitialBoneTransform
(
FName BoneName, |
Returns the initial transform of the bone in the requested space | ControlRigComponent.h |
|
FTransform GetInitialSpaceTransform
(
FName SpaceName, |
Returns the initial transform of the space in the requested space | ControlRigComponent.h |
|
FTransform GetSpaceTransform
(
FName SpaceName, |
Returns the transform of the space in the requested space | ControlRigComponent.h |
|
void Initialize() |
Initializes the rig's memory and calls the construction event | ControlRigComponent.h |
|
FControlRigComponentEvent & OnControlRigCreated() |
ControlRigComponent.h | ||
void OnPostConstruction
(
UControlRigComponent* Component |
ControlRigComponent.h |
|
|
void OnPostForwardsSolve
(
UControlRigComponent* Component |
ControlRigComponent.h |
|
|
void OnPostInitialize
(
UControlRigComponent* Component |
ControlRigComponent.h |
|
|
void OnPreConstruction
(
UControlRigComponent* Component |
ControlRigComponent.h |
|
|
void OnPreForwardsSolve
(
UControlRigComponent* Component |
ControlRigComponent.h |
|
|
void OnPreInitialize
(
UControlRigComponent* Component |
ControlRigComponent.h |
|
|
void SetBoneInitialTransformsFromSkeletalMesh
(
USkeletalMesh* InSkeletalMesh |
Setup the initial transforms / ref pose of the bones based on a skeletal mesh | ControlRigComponent.h |
|
void SetBoneTransform
(
FName BoneName, |
Sets the transform of the bone in the requested space | ControlRigComponent.h |
|
void SetControlBool
(
FName ControlName, |
Sets the value of a bool control | ControlRigComponent.h |
|
void SetControlFloat
(
FName ControlName, |
Sets the value of a float control | ControlRigComponent.h |
|
void SetControlInt
(
FName ControlName, |
Sets the value of an integer control | ControlRigComponent.h |
|
void SetControlOffset
(
FName ControlName, |
Sets the offset transform of a control | ControlRigComponent.h |
|
void SetControlPosition
(
FName ControlName, |
Sets the value of a position control | ControlRigComponent.h |
|
void SetControlRig
(
UControlRig* ControlRig |
ControlRigComponent.h | ||
void SetControlRigClass
(
TSubclassOf< UControlRig > InControlRigClass |
ControlRigComponent.h |
|
|
void SetControlRotator
(
FName ControlName, |
Sets the value of a rotator control | ControlRigComponent.h |
|
void SetControlScale
(
FName ControlName, |
Sets the value of a scale control | ControlRigComponent.h |
|
void SetControlTransform
(
FName ControlName, |
Sets the value of a transform control | ControlRigComponent.h |
|
void SetControlVector2D
(
FName ControlName, |
Sets the value of a vector2D control | ControlRigComponent.h |
|
void SetInitialBoneTransform
(
FName BoneName, |
Sets the initial transform of the bone in the requested space | ControlRigComponent.h |
|
void SetInitialSpaceTransform
(
FName SpaceName, |
Sets the transform of the space in the requested space | ControlRigComponent.h |
|
void SetMappedElements
(
TArray< FControlRigComponentMappedElement > NewMappedElements |
Replaces the mapped elements on the component with the provided array, should not be used before OnPreInitialize Event | ControlRigComponent.h |
|
void SetObjectBinding
(
UObject* InObjectToBind |
ControlRigComponent.h |
|
|
void Update
(
float DeltaTime |
Updates and ticks the rig. | ControlRigComponent.h |
|
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
ControlRigComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
ControlRigComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnRegister() |
ControlRigComponent.h | ||
virtual void OnUnregister() |
ControlRigComponent.h | ||
virtual void TickComponent
(
float DeltaTime, |
ControlRigComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
ControlRigComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
ControlRigComponent.h | ||
virtual void PostLoad() |
ControlRigComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
ControlRigComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ControlRigComponent.h | |||
static FName GetComponentNameWithinActor
(
UActorComponent* InComponent |
ControlRigComponent.h | ||
| ControlRigComponent.h | |||
| ControlRigComponent.h |