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A container for procedurally generated retarget assets (used in memory and discarded after batch retarget operation) can optionally be saved to disk as well
| Name | FProceduralRetargetAssets |
| Type | struct |
| Header File | /Engine/Plugins/Animation/IKRig/Source/IKRigEditor/Public/RetargetEditor/SRetargetAnimAssetsWindow.h |
| Include Path | #include "RetargetEditor/SRetargetAnimAssetsWindow.h" |
Syntax
struct FProceduralRetargetAssets : public FGCObject
Inheritance Hierarchy
- FGCObject → FProceduralRetargetAssets
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FProceduralRetargetAssets() |
RetargetEditor/SRetargetAnimAssetsWindow.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Retargeter | TObjectPtr< UIKRetargeter > | RetargetEditor/SRetargetAnimAssetsWindow.h | ||
| SourceCharacterizationResults | FAutoCharacterizeResults | Results of characterizing for error reporting | RetargetEditor/SRetargetAnimAssetsWindow.h | |
| SourceIKResults | FAutoFBIKResults | RetargetEditor/SRetargetAnimAssetsWindow.h | ||
| SourceIKRig | TObjectPtr< UIKRigDefinition > | Resulting assets used to retarget animation, or export to disk | RetargetEditor/SRetargetAnimAssetsWindow.h | |
| TargetCharacterizationResults | FAutoCharacterizeResults | RetargetEditor/SRetargetAnimAssetsWindow.h | ||
| TargetIKResults | FAutoFBIKResults | RetargetEditor/SRetargetAnimAssetsWindow.h | ||
| TargetIKRig | TObjectPtr< UIKRigDefinition > | RetargetEditor/SRetargetAnimAssetsWindow.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
RetargetEditor/SRetargetAnimAssetsWindow.h | ||
void AutoGenerateIKRetargetAsset() |
RetargetEditor/SRetargetAnimAssetsWindow.h | ||
void AutoGenerateIKRigAsset
(
USkeletalMesh* Mesh, |
RetargetEditor/SRetargetAnimAssetsWindow.h | ||
virtual FString GetReferencerName() |
RetargetEditor/SRetargetAnimAssetsWindow.h |