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Unreal Engine C++ API Reference > Plugins > IKRigEditor > RigEditor
Inheritance Hierarchy
- TSharedFromThis
- FGCObject
- FIKRigEditorController
References
Module | IKRigEditor |
Header | /Engine/Plugins/Animation/IKRig/Source/IKRigEditor/Public/RigEditor/IKRigEditorController.h |
Include | #include "RigEditor/IKRigEditorController.h" |
Syntax
class FIKRigEditorController :
public TSharedFromThis< FIKRigEditorController > ,
private FGCObject
Remarks
A home for cross-widget communication to synchronize state across all tabs and viewport
Variables
Type | Name | Description | |
---|---|---|---|
TObjectPtr< UIKRigAnimInstance > | AnimInstance | Viewport anim instance | |
TObjectPtr< UIKRigController > | AssetController | All modifications to the data model should go through this controller | |
bool | bManipulatingGoals | UI and viewport selection state. | |
FRetargetChainAnalyzer | ChainAnalyzer | Used to analyze a retarget chain | |
TWeakPtr< FIKRigEditorToolkit > | EditorToolkit | The persona toolkit | |
UDebugSkelMeshComponent * | SkelMeshComponent | Viewport skeletal mesh |
Functions
Type | Name | Description | |
---|---|---|---|
void | AddNewGoals
(
const TArray< FName >& GoalNames, |
Create goals | |
void | Automatically generates IK setup | ||
void | Automatically generates retarget chains | ||
void | Clear the output log | ||
void | Clear all selected objects | ||
void | Close () |
Cleanup when editor closed | |
TObjectPtr< UIKRigBoneDetails > | CreateBoneDetails
(
const TSharedPtr< FIKRigTreeElement const >& InItem |
UIKRigBoneDetails factory *. | |
void | Create new retarget chains from selected bones (or single empty chain if no selection) | ||
bool | Is anything selected in the skeleton view? | ||
void | GetChainsSelectedInSkeletonView
(
TArray< FBoneChain >& InOutChains |
Get chains selected in skeleton view | |
const FIKRigSkeleton * | Get the currently running IKRig skeleton (if there is a running processor) | ||
UIKRigProcessor * | Get the currently active processor running the IK Rig in the editor | ||
EIKRigSelectionType | Record which part of the UI was last selected | ||
int32 | Return the number of selected goals | ||
void | GetSelectedBoneNames
(
TArray< FName >& OutBoneNames |
Get names of all bones that are selected | |
void | GetSelectedBones
(
TArray< TSharedPtr< FIKRigTreeElement > >& OutBoneItems |
Get all bones that are selected | |
TArray< FName > | Get name of the selected retargeting chain | ||
void | GetSelectedGoalNames
(
TArray< FName >& OutGoalNames |
Get names of all goals that are selected | |
int32 | Get index of the first selected solver, return INDEX_None if nothing selected | ||
void | GetSelectedSolvers
(
TArray< TSharedPtr< FSolverStackElement > >& OutSelectedSolvers |
Return list of those solvers in the stack that are selected by user | |
void | HandleBoneSelectedInViewport
(
const FName& BoneName, |
Callback when bone is selected in the viewport | |
void | Delete key pressed (in either viewport or tree view) | ||
void | HandleGoalSelectedInViewport
(
const FName& GoalName, |
Callback when goal is selected in the viewport | |
void | HandleIKRigNeedsInitialized
(
UIKRigDefinition* ModifiedIKRig |
Callback when IK Rig requires re-initialization | |
void | Initialize
(
TSharedPtr< FIKRigEditorToolkit > Toolkit, |
Initialize the editor controller to an instance of the IK Rig editor | |
bool | IsGoalSelected
(
const FName& GoalName |
Returns true if Goal is currently selected | |
bool | IsObjectInDetailsView
(
const UObject* Object |
Returns true if the supplied UObject is being shown in the details panel | |
void | OnFinishedChangingDetails
(
const FPropertyChangedEvent& PropertyChangedEvent |
Callback when detail is edited | |
void | PlayAnimationAsset
(
UAnimationAsset* AssetToPlay |
Play preview animation on running anim instance in editor (before IK) | |
bool | Right after importing a skeleton, we ask user what solver they want to use | ||
FName | PromptToAddNewRetargetChain
(
FBoneChain& BoneChain |
Show user the new retarget chain they are about to create (provides option to edit name) | |
void | PromptToAssignGoalToChain
(
FName NewGoalName |
Right after creating a goal, we ask user if they want it assigned to a retarget chain | |
void | Refresh just the skeleton tree view | ||
void | Reset () |
Reset all goals to initial transforms | |
void | SetDetailsView
(
const TSharedPtr< class IDetailsView >& InDetailsView |
Set details tab view | |
void | SetHierarchyView
(
const TSharedPtr< SIKRigHierarchy >& InSkeletonView |
Set skeleton tab view | |
void | SetLastSelectedType
(
EIKRigSelectionType SelectionType |
||
void | SetOutputLogView
(
const TSharedPtr< SIKRigOutputLog >& InOutputLogView |
Set output log view | |
void | SetRetargetingView
(
const TSharedPtr< SIKRigRetargetChainList >& InRetargetingView |
Set retargeting tab view | |
void | SetSolverStackView
(
const TSharedPtr< SIKRigSolverStack >& InSolverStackView |
Set solver stack tab view | |
void | Show nothing in details view | ||
void | ShowDetailsForBone
(
const FName BoneName |
Show single transform of bone in details view | |
void | ShowDetailsForBoneSettings
(
const FName& BoneName, |
Show single BONE settings in details view | |
void | ShowDetailsForElements
(
const TArray< TSharedPtr< FIKRigTreeElement > >& InItems |
Show selected items in details view | |
void | ShowDetailsForGoal
(
const FName& GoalName |
Show single GOAL settings in details view | |
void | ShowDetailsForGoalSettings
(
const FName GoalName, |
Show single EFFECTOR settings in details view | |
void | ShowDetailsForSolver
(
const int32 SolverIndex |
Show single SOLVER settings in details view |
Overridden from FGCObject
Type | Name | Description | |
---|---|---|---|
void | AddReferencedObjects
(
FReferenceCollector& Collector |
Pure virtual that must be overloaded by the inheriting class. | |
FString | Overload this method to report a name for your referencer |