Navigation
API > API/Runtime > API/Runtime/AnimationCore
Constraint data container. It contains union of Constraints and node will contain array of these.
These are the one contained in NodeData, and it will be iterated via evaluate process The goal is to have contiguous memory location where they can iterate through linearly
| Name | FConstraintDescriptor |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimationCore/Public/Constraint.h |
| Include Path | #include "Constraint.h" |
Syntax
USTRUCT ()
struct FConstraintDescriptor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FConstraintDescriptor
(
const FConstraintDescriptor& InOther |
Constraint.h | ||
FConstraintDescriptor
(
const FAimConstraintDescription& InA |
Constraint.h | ||
FConstraintDescriptor
(
const FTransformConstraintDescription& InT |
Constraint.h | ||
| Constraint.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FConstraintDescriptor() |
Constraint.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ConstraintDescription | FConstraintDescriptionEx * | Constraint.h | ||
| Type | EConstraintType | Constraint.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyConstraintTransform
(
const FTransform& TargetTransform, |
Constraint.h | ||
bool DoesAffectRotation() |
Constraint.h | ||
bool DoesAffectScale() |
Constraint.h | ||
bool DoesAffectTransform() |
Constraint.h | ||
bool DoesAffectTranslation() |
Constraint.h | ||
FString GetDisplayString() |
Constraint.h | ||
T * GetTypedConstraint() |
This does not check type - we can, but that is hard to maintain, maybe I'll change later | Constraint.h | |
bool IsValid() |
Constraint.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FConstraintDescriptor & operator=
(
const FConstraintDescriptor& Other |
Constraint.h |