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API > API/Plugins > API/Plugins/ControlRigEditor
| Name | UControlRigBlueprintFactory |
| Type | class |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Public/ControlRigBlueprintFactory.h |
| Include Path | #include "ControlRigBlueprintFactory.h" |
Syntax
UCLASS (MinimalAPI, HideCategories=Object)
class UControlRigBlueprintFactory : public UFactory
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UFactory → UControlRigBlueprintFactory
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UControlRigBlueprintFactory() |
ControlRigBlueprintFactory.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ParentClass | TSubclassOf< UControlRig > | The parent class of the created blueprint. | ControlRigBlueprintFactory.h |
|
Functions
Public
Overridden from UFactory
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ConfigureProperties() |
ControlRigBlueprintFactory.h | ||
virtual UObject * FactoryCreateNew
(
UClass* Class, |
ControlRigBlueprintFactory.h | ||
virtual UObject * FactoryCreateNew
(
UClass* Class, |
ControlRigBlueprintFactory.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UControlRigBlueprint * CreateControlRigFromSkeletalMeshOrSkeleton
(
UObject* InSelectedObject, |
Create a new control rig asset within the contents space of the project based on a skeletal mesh or skeleton object. | ControlRigBlueprintFactory.h |
|
static UControlRigBlueprint * CreateNewControlRigAsset
(
const FString& InDesiredPackagePath, |
Create a new control rig asset within the contents space of the project. | ControlRigBlueprintFactory.h |
|