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API > API/Plugins > API/Plugins/IKRigEditor
A home for cross-widget communication to synchronize state across all tabs and viewport
| Name | FIKRigEditorController |
| Type | class |
| Header File | /Engine/Plugins/Animation/IKRig/Source/IKRigEditor/Public/RigEditor/IKRigEditorController.h |
| Include Path | #include "RigEditor/IKRigEditorController.h" |
Syntax
class FIKRigEditorController :
public TSharedFromThis< FIKRigEditorController > ,
private FGCObject
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FIKRigEditorController
- FGCObject → FIKRigEditorController
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimInstance | TObjectPtr< UIKRigAnimInstance > | Viewport anim instance | RigEditor/IKRigEditorController.h | |
| AssetController | TObjectPtr< UIKRigController > | All modifications to the data model should go through this controller | RigEditor/IKRigEditorController.h | |
| bManipulatingGoals | bool | UI and viewport selection state. | RigEditor/IKRigEditorController.h | |
| ChainAnalyzer | FRetargetChainAnalyzer | Used to analyze a retarget chain | RigEditor/IKRigEditorController.h | |
| EditorToolkit | TWeakPtr< FIKRigEditorToolkit > | The persona toolkit | RigEditor/IKRigEditorController.h | |
| SkelMeshComponent | UDebugSkelMeshComponent * | Viewport skeletal mesh | RigEditor/IKRigEditorController.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetBrowserView | TSharedPtr< SIKRigAssetBrowser > | Asset browser view | RigEditor/IKRigEditorController.h | |
| BoneDetails | TObjectPtr< UIKRigBoneDetails > | RigEditor/IKRigEditorController.h | ||
| DetailsView | TSharedPtr< IDetailsView > | Asset properties tab | RigEditor/IKRigEditorController.h | |
| LastSelectedType | EIKRigSelectionType | RigEditor/IKRigEditorController.h | ||
| MeshPickerWindow | TSharedPtr< SWindow > | When prompting user to assign a skeletal mesh | RigEditor/IKRigEditorController.h | |
| OutputLogView | TSharedPtr< SIKRigOutputLog > | Output log view | RigEditor/IKRigEditorController.h | |
| ReinitializeDelegateHandle | FDelegateHandle | Remove delegate when closing editor | RigEditor/IKRigEditorController.h | |
| RetargetingView | TSharedPtr< SIKRigRetargetChainList > | The solver stack view | RigEditor/IKRigEditorController.h | |
| SkeletonView | TSharedPtr< SIKRigHierarchy > | The skeleton tree view | RigEditor/IKRigEditorController.h | |
| SolverStackView | TSharedPtr< SIKRigSolverStack > | The solver stack view | RigEditor/IKRigEditorController.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Create goals | RigEditor/IKRigEditorController.h | ||
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
RigEditor/IKRigEditorController.h | ||
void AutoGenerateFBIK() |
Automatically generates IK setup | RigEditor/IKRigEditorController.h | |
void AutoGenerateRetargetChains() |
Automatically generates retarget chains | RigEditor/IKRigEditorController.h | |
void ClearOutputLog() |
Clear the output log | RigEditor/IKRigEditorController.h | |
void ClearSelection() |
Clear all selected objects | RigEditor/IKRigEditorController.h | |
void Close() |
Cleanup when editor closed | RigEditor/IKRigEditorController.h | |
TObjectPtr< UIKRigBoneDetails > CreateBoneDetails
(
const TSharedPtr< FIKRigTreeElement const >& InItem |
UIKRigBoneDetails factory *. | RigEditor/IKRigEditorController.h | |
void CreateNewRetargetChains() |
Create new retarget chains from selected bones (or single empty chain if no selection) | RigEditor/IKRigEditorController.h | |
bool DoesSkeletonHaveSelectedItems() |
Is anything selected in the skeleton view? | RigEditor/IKRigEditorController.h | |
void GetChainsSelectedInSkeletonView
(
TArray< FBoneChain >& InOutChains |
Get chains selected in skeleton view | RigEditor/IKRigEditorController.h | |
const FIKRigSkeleton * GetCurrentIKRigSkeleton() |
Get the currently running IKRig skeleton (if there is a running processor) | RigEditor/IKRigEditorController.h | |
FIKRigProcessor * GetIKRigProcessor() |
Get the currently active processor running the IK Rig in the editor | RigEditor/IKRigEditorController.h | |
EIKRigSelectionType GetLastSelectedType() |
Record which part of the UI was last selected | RigEditor/IKRigEditorController.h | |
int32 GetNumSelectedGoals() |
Return the number of selected goals | RigEditor/IKRigEditorController.h | |
virtual FString GetReferencerName() |
RigEditor/IKRigEditorController.h | ||
| Get names of all bones that are selected | RigEditor/IKRigEditorController.h | ||
void GetSelectedBones
(
TArray< TSharedPtr< FIKRigTreeElement > >& OutBoneItems |
Get all bones that are selected | RigEditor/IKRigEditorController.h | |
| Get name of the selected retargeting chain | RigEditor/IKRigEditorController.h | ||
| Get names of all goals that are selected | RigEditor/IKRigEditorController.h | ||
int32 GetSelectedSolverIndex() |
Get index of the first selected solver, return INDEX_None if nothing selected | RigEditor/IKRigEditorController.h | |
void GetSelectedSolvers
(
TArray< TSharedPtr< FSolverStackElement > >& OutSelectedSolvers |
Return list of those solvers in the stack that are selected by user | RigEditor/IKRigEditorController.h | |
void HandleBoneSelectedInViewport
(
const FName& BoneName, |
Callback when bone is selected in the viewport | RigEditor/IKRigEditorController.h | |
void HandleDeleteSelectedElements() |
Delete key pressed (in either viewport or tree view) | RigEditor/IKRigEditorController.h | |
void HandleGoalSelectedInViewport
(
const FName& GoalName, |
Callback when goal is selected in the viewport | RigEditor/IKRigEditorController.h | |
void HandleIKRigNeedsInitialized
(
UIKRigDefinition* ModifiedIKRig |
Callback when IK Rig requires re-initialization | RigEditor/IKRigEditorController.h | |
void Initialize
(
TSharedPtr< FIKRigEditorToolkit > Toolkit, |
Initialize the editor controller to an instance of the IK Rig editor | RigEditor/IKRigEditorController.h | |
bool IsGoalSelected
(
const FName& GoalName |
Returns true if Goal is currently selected | RigEditor/IKRigEditorController.h | |
bool IsObjectInDetailsView
(
const UObject* Object |
Returns true if the supplied UObject is being shown in the details panel | RigEditor/IKRigEditorController.h | |
void OnFinishedChangingDetails
(
const FPropertyChangedEvent& PropertyChangedEvent |
Callback when detail is edited | RigEditor/IKRigEditorController.h | |
void PlayAnimationAsset
(
UAnimationAsset* AssetToPlay |
Play preview animation on running anim instance in editor (before IK) | RigEditor/IKRigEditorController.h | |
bool PromptToAddDefaultSolver() |
Right after importing a skeleton, we ask user what solver they want to use | RigEditor/IKRigEditorController.h | |
FName PromptToAddNewRetargetChain
(
FBoneChain& BoneChain |
Show user the new retarget chain they are about to create (provides option to edit name) | RigEditor/IKRigEditorController.h | |
void PromptToAssignGoalToChain
(
FName NewGoalName |
Right after creating a goal, we ask user if they want it assigned to a retarget chain | RigEditor/IKRigEditorController.h | |
void RefreshTreeView() |
Refresh just the skeleton tree view | RigEditor/IKRigEditorController.h | |
void Reset() |
Reset all goals to initial transforms | RigEditor/IKRigEditorController.h | |
void SetDetailsView
(
const TSharedPtr< class IDetailsView >& InDetailsView |
Set details tab view | RigEditor/IKRigEditorController.h | |
void SetHierarchyView
(
const TSharedPtr< SIKRigHierarchy >& InSkeletonView |
Set skeleton tab view | RigEditor/IKRigEditorController.h | |
void SetLastSelectedType
(
EIKRigSelectionType SelectionType |
RigEditor/IKRigEditorController.h | ||
void SetOutputLogView
(
const TSharedPtr< SIKRigOutputLog >& InOutputLogView |
Set output log view | RigEditor/IKRigEditorController.h | |
void SetRetargetingView
(
const TSharedPtr< SIKRigRetargetChainList >& InRetargetingView |
Set retargeting tab view | RigEditor/IKRigEditorController.h | |
void SetSolverStackView
(
const TSharedPtr< SIKRigSolverStack >& InSolverStackView |
Set solver stack tab view | RigEditor/IKRigEditorController.h | |
void ShowAssetDetails() |
Show nothing in details view | RigEditor/IKRigEditorController.h | |
void ShowDetailsForBone
(
const FName BoneName |
Show single transform of bone in details view | RigEditor/IKRigEditorController.h | |
void ShowDetailsForBoneSettings
(
const TArray< TSharedPtr< FIKRigTreeElement > >& InItems |
Show BONE settings in details view | RigEditor/IKRigEditorController.h | |
void ShowDetailsForElements
(
const TArray< TSharedPtr< FIKRigTreeElement > >& InItems |
Show details for items | RigEditor/IKRigEditorController.h | |
| Show GOAL settings in details view | RigEditor/IKRigEditorController.h | ||
void ShowDetailsForGoalSettings
(
const TArray< TSharedPtr< FIKRigTreeElement > >& InItems |
Show EFFECTOR settings in details view | RigEditor/IKRigEditorController.h | |
void ShowDetailsForSolvers
(
const TArray< int32 >& InSolverIndices |
Show SOLVER settings in details view | RigEditor/IKRigEditorController.h | |
void ShowStructWrappersInDetailsView
(
TArray< UIKRigStructWrapperBase* > InStructWrappers |
Show the currently configured IKRigStructWrapper objects in the details tab | RigEditor/IKRigEditorController.h |