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API > API/Plugins > API/Plugins/IKRigEditor > API/Plugins/IKRigEditor/RetargetEditor > API/Plugins/IKRigEditor/RetargetEditor/SRetargetPoseViewport
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- SRetargetPoseViewport::UBatchRetargetSettings
References
| Module | IKRigEditor |
| Header | /Engine/Plugins/Animation/IKRig/Source/IKRigEditor/Public/RetargetEditor/SRetargetAnimAssetsWindow.h |
| Include | #include "RetargetEditor/SRetargetAnimAssetsWindow.h" |
Syntax
UCLASS (Blueprintable, Category="BatchRetargetSettings")
class UBatchRetargetSettings : public UObject
Remarks
Settings object used in details view of the batch retarget window
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bAutoGenerateRetargeter | When true, the system will attempt to generate an IK Retargeter compatible with the supplied source and target skeletal meshes. If the skeletons are successfully characterized, it will align the retarget poses automatically. Automatic retargeting is currently limited to common, predefined skeleton types that Unreal knows about (see documentation for full list). If you attempt to use a skeletal mesh that is not compatible with a predefined template, warnings will be displayed in the output log and the export button will be disabled. In that case, you must supply a custom retargeter asset. | |
| TObjectPtr< UIKRetargeter > | RetargetAsset | You may also supply a custom IK Retargeter if needed. | |
| TObjectPtr< USkeletalMesh > | SourceSkeletalMesh | The skeletal mesh with the proportions you want to copy animation FROM. | |
| TObjectPtr< USkeletalMesh > | TargetSkeletalMesh | The skeletal mesh with the proportions you want to copy animation TO. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UBatchRetargetSettings * | GetInstance () |
Singleton class |
Constants
| Name | Description |
|---|---|
| SingletonInstance |