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API > API/Plugins > API/Plugins/PerformanceCaptureCore
| Name | URetargetComponent |
| Type | class |
| Header File | /Engine/Plugins/Animation/PerformanceCaptureCore/Source/PerformanceCaptureCore/Public/RetargetComponent.h |
| Include Path | #include "RetargetComponent.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=("Performance Capture"),
Meta=(BlueprintSpawnableComponent), DisplayName="Retarget Component")
class URetargetComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → URetargetComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
URetargetComponent() |
Sets default values for this component's properties. | RetargetComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceOtherMeshesToFollowControlledMesh | bool | Force all skeletal meshes to use the ControlledSkeletalMeshComponent as their Leader. | RetargetComponent.h |
|
| ControlledSkeletalMeshComponent | FComponentReference | Skeletal Mesh that will be driven by the IKRetargeter. | RetargetComponent.h |
|
| CustomRetargetProfile | FRetargetProfile | Custom Retarget Profile. Should be used to override Retarget settings on the RetargetAsset. | RetargetComponent.h |
|
| meta | Skeletal Mesh component that will be the source for retargeting. | RetargetComponent.h |
|
|
| RetargetAsset | TObjectPtr< UIKRetargeter > | The IKRetarget Asset to use for retargeting between the source and controlled skeletal meshes. | RetargetComponent.h |
|
| SourcePerformer | TSoftObjectPtr< ACapturePerformer > | CapturePerformer Actor that will be the source for retargeting. | RetargetComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsDirty | bool | RetargetComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRetargetProfile GetCustomRetargetProfile() |
Get Retarget Profile. | RetargetComponent.h |
|
void InitiateAnimation() |
RetargetComponent.h | ||
void SetControlledMesh
(
USkeletalMeshComponent* InControlledMesh |
Set the Controlled Skeletal Mesh. | RetargetComponent.h |
|
void SetCustomRetargetProfile
(
FRetargetProfile InProfile |
Set a Custom Retarget Profile. | RetargetComponent.h |
|
void SetForceMeshesFollowLeader
(
bool bInBool |
Set the bForceOtherMeshesToFollowControlledMesh variable. Changing will re-initialise animation. | RetargetComponent.h |
|
void SetForceOtherMeshesToFollowControlledMesh
(
bool bInBool |
RetargetComponent.h | ||
void SetRetargetAsset
(
UIKRetargeter* InRetargetAsset |
Set the Retarget Asset. | RetargetComponent.h |
|
void SetSourcePerformer
(
ACapturePerformer* InPerformer |
Set the Source CapturePerformer Actor. | RetargetComponent.h |
|
void SetSourcePerformerMesh
(
USkeletalMeshComponent* InPerformerMesh |
Set the Source Performer Mesh. | RetargetComponent.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DestroyComponent
(
bool bPromoteChildren |
RetargetComponent.h | ||
bool IsSourcePerformerNull() |
RetargetComponent.h | ||
virtual void OnRegister() |
Called when the game starts. | RetargetComponent.h | |
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
RetargetComponent.h | ||
virtual void TickComponent
(
float DeltaTime, |
RetargetComponent.h |