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API > API/Plugins > API/Plugins/IKRigEditor > API/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 | 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 | 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 | |
| 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 | Initial setup, used when asset is empty (no hierarchy, no mesh assigned) | ||
| void | Refresh all views | ||
| 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 | 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 | |
| void | Show nothing 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 |