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Unreal Engine C++ API Reference > Plugins > ControlRig
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UControlRigComponent
References
Module | ControlRig |
Header | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRigComponent.h |
Include | #include "ControlRigComponent.h" |
Syntax
UCLASS&40;Blueprintable, ClassGroup&61;"Animation", Meta&61;&40;BlueprintSpawnableComponent&41;&41;
class UControlRigComponent : public UPrimitiveComponent
Remarks
A component that hosts an animation ControlRig, manages control components and marshals data between the two
Variables
Type | Name | Description | |
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bool | bDrawBones | When checked the rig's bones are drawn using debug drawing similar to the animation editor viewport |
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bool | bEnableLazyEvaluation | When checked the rig will only run if any of the mapped inputs has changed |
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bool | bResetInitialsBeforeConstruction | When checked the initial transforms on bones, nulls and controls are reset prior to a construction event |
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bool | bResetTransformBeforeTick | When checked the transforms are reset before a tick / update of the rig |
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bool | bShowDebugDrawing | When checked the rig's debug drawing instructions are drawn in the viewport |
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bool | bUpdateInEditor | When checked the rig is run in the editor viewport without running / simulation the game |
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bool | bUpdateRigOnTick | When checked this ensures to run the rig's update on the component's tick automatically |
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TSubclassOf< UControlRig > | ControlRigClass | The class of control rig to instantiate |
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float | LazyEvaluationPositionThreshold | The delta threshold for a translation / position difference. 0.0 disables position differences. |
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float | LazyEvaluationRotationThreshold | The delta threshold for a rotation difference (in degrees). 0.0 disables rotation differences. |
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float | LazyEvaluationScaleThreshold | The delta threshold for a scale difference. 0.0 disables scale differences. |
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TArray< FControlRigComponentMappedElement > | MappedElements | |
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FControlRigComponentDelegate | OnPostConstructionDelegate | Event fired after this component's ControlRig is setup |
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FControlRigComponentDelegate | OnPostForwardsSolveDelegate | Event fired after this component's ControlRig's forwards solve |
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FControlRigComponentDelegate | OnPostInitializeDelegate | Event fired after this component's ControlRig is initialized |
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FControlRigComponentDelegate | OnPreConstructionDelegate | Event fired before this component's ControlRig is setup |
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FControlRigComponentDelegate | OnPreForwardsSolveDelegate | Event fired before this component's ControlRig's forwards solve |
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FControlRigComponentDelegate | OnPreInitializeDelegate | Event fired just before this component's ControlRig is initialized |
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TArray< FControlRigComponentMappedElement > | UserDefinedElements |
Constructors
Type | Name | Description | |
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UControlRigComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AddMappedCompleteSkeletalMesh
(
USkeletalMeshComponent* SkeletalMeshComponent |
Adds all matching bones to the rig, should not be used before OnPreInitialize Event |
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void | AddMappedComponents
(
TArray< FControlRigComponentMappedComponent > Components |
Adds a series of mapped bones to the rig, should not be used before OnPreInitialize Event |
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void | AddMappedElements
(
TArray< FControlRigComponentMappedElement > NewMappedElements |
Adds the provided mapped elements to the component, should not be used before OnPreInitialize Event |
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void | AddMappedSkeletalMesh
(
USkeletalMeshComponent* SkeletalMeshComponent, |
Adds a series of mapped bones to the rig, should not be used before OnPreInitialize Event |
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bool | CanExecute () |
Returns true if the Component can execute its Control Rig |
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void | Removes all mapped elements from the component | |
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bool | DoesElementExist
(
FName Name, |
Returns true if an element given a type and name exists in the rig |
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float | Get the ControlRig's local time in seconds since its last initialize | |
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FTransform | GetBoneTransform
(
FName BoneName, |
Returns the transform of the bone in the requested space |
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bool | GetControlBool
(
FName ControlName |
Returns the value of a bool control |
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float | GetControlFloat
(
FName ControlName |
Returns the value of a float control |
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int32 | GetControlInt
(
FName ControlName |
Returns the value of an integer control |
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FTransform | GetControlOffset
(
FName ControlName, |
Returns the offset transform of a control |
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FVector | GetControlPosition
(
FName ControlName, |
Returns the value of a position control |
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UControlRig * | Get the ControlRig hosted by this component | |
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FRotator | GetControlRotator
(
FName ControlName, |
Returns the value of a rotator control |
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FVector | GetControlScale
(
FName ControlName, |
Returns the value of a scale control |
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FTransform | GetControlTransform
(
FName ControlName, |
Returns the value of a transform control |
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FVector2D | GetControlVector2D
(
FName ControlName |
Returns the value of a Vector3D control |
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TArray< FName > | GetElementNames
(
ERigElementType ElementType |
Returns all of the names for a given element type (Bone, Control, etc) |
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FTransform | GetInitialBoneTransform
(
FName BoneName, |
Returns the initial transform of the bone in the requested space |
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FTransform | GetInitialSpaceTransform
(
FName SpaceName, |
Returns the initial transform of the space in the requested space |
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FTransform | GetSpaceTransform
(
FName SpaceName, |
Returns the transform of the space in the requested space |
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void | Initialize () |
Initializes the rig's memory and calls the construction event |
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FControlRigComponentEvent & | ||
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void | OnPostConstruction
(
UControlRigComponent* Component |
|
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void | OnPostForwardsSolve
(
UControlRigComponent* Component |
|
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void | OnPostInitialize
(
UControlRigComponent* Component |
|
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void | OnPreConstruction
(
UControlRigComponent* Component |
|
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void | OnPreForwardsSolve
(
UControlRigComponent* Component |
|
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void | OnPreInitialize
(
UControlRigComponent* Component |
|
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void | SetBoneInitialTransformsFromSkeletalMesh
(
USkeletalMesh* InSkeletalMesh |
Setup the initial transforms / ref pose of the bones based on a skeletal mesh |
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void | SetBoneTransform
(
FName BoneName, |
Sets the transform of the bone in the requested space |
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void | SetControlBool
(
FName ControlName, |
Sets the value of a bool control |
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void | SetControlFloat
(
FName ControlName, |
Sets the value of a float control |
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void | SetControlInt
(
FName ControlName, |
Sets the value of an integer control |
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void | SetControlOffset
(
FName ControlName, |
Sets the offset transform of a control |
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void | SetControlPosition
(
FName ControlName, |
Sets the value of a position control |
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void | SetControlRig
(
UControlRig* ControlRig |
|
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void | SetControlRigClass
(
TSubclassOf< UControlRig > InControlRigClass |
|
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void | SetControlRotator
(
FName ControlName, |
Sets the value of a rotator control |
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void | SetControlScale
(
FName ControlName, |
Sets the value of a scale control |
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void | SetControlTransform
(
FName ControlName, |
Sets the value of a transform control |
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void | SetControlVector2D
(
FName ControlName, |
Sets the value of a vector2D control |
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void | SetInitialBoneTransform
(
FName BoneName, |
Sets the initial transform of the bone in the requested space |
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void | SetInitialSpaceTransform
(
FName SpaceName, |
Sets the transform of the space in the requested space |
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void | SetMappedElements
(
TArray< FControlRigComponentMappedElement > NewMappedElements |
Replaces the mapped elements on the component with the provided array, should not be used before OnPreInitialize Event |
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void | SetObjectBinding
(
UObject* InObjectToBind |
|
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void | Update
(
float DeltaTime |
Updates and ticks the rig. |
Overridden from UPrimitiveComponent
Type | Name | Description | |
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FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
Overridden from USceneComponent
Type | Name | Description | |
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
Overridden from UActorComponent
Type | Name | Description | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
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void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
Type | Name | Description | |
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void | BeginDestroy () |
Called before destroying the object. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Classes
Type | Name | Description | |
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FControlRigComponentEvent |
Constants
Name | Description |
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EditorNotifications |