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UTickableConstraint Represents the basic interface of constraint within the constraints manager.
| Name | UTickableConstraint |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Animation/Constraints/Public/ConstraintsManager.h |
| Include Path | #include "ConstraintsManager.h" |
Syntax
UCLASS (Abstract, Blueprintable, MinimalAPI)
class UTickableConstraint : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UTickableConstraint
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UTickableConstraint() |
ConstraintsManager.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UTickableConstraint() |
ConstraintsManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Active | bool | ConstraintsManager.h |
|
|
| bValid | bool | ConstraintsManager.h | ||
| ConstraintID | FGuid | Unique id to be used to fine constraint in a particular world, may be shared | ConstraintsManager.h | |
| GetTickFunction | void virtual InitConstraint(UWorld *InWorld) PURE_VIRTUAL(UTickableConstraint void virtual TeardownConstraint(UWorld *InWorld) PURE_VIRTUAL(UTickableConstraint void AddedToWorld(UWorld *InWorld) PURE_VIRTUAL(UTickableConstraintFConstraintTickFunction | Initialize and register the constraint with that world Teardown and unregister the constraint with that world Get Tick function in that world | ConstraintsManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UTickableConstraint * Duplicate
(
UObject* NewOuter |
Create duplicate with new Outer | ConstraintsManager.h | |
virtual void Evaluate
(
bool bTickHandlesAlso |
Evaluates the constraint in a context where it's mot done thru the ConstraintTick's tick function. | ConstraintsManager.h | |
virtual FString GetFullLabel() |
ConstraintsManager.h | ||
virtual FConstraintTickFunction::ConstraintFunction GetFunction() |
Returns the actual function that the tick function needs to evaluate. | ConstraintsManager.h | |
virtual FString GetLabel() |
Returns the constraint's label used for UI. | ConstraintsManager.h | |
virtual uint32 GetTargetHash() |
ConstraintsManager.h | ||
const FConstraintTickFunction & GetTickFunction
(
UWorld* InWorld |
ConstraintsManager.h | ||
virtual FString GetTypeLabel() |
Returns the constraint's type label used for UI. | ConstraintsManager.h | |
virtual bool HasBoundObjects() |
If true it contains objects bound to an external system, like sequencer so we don't do certain things, like remove constraints when they don't resolve | ConstraintsManager.h | |
virtual bool IsFullyActive () |
Get whether or not it's fully active, it's set to active and all pieces are set up,e.g. | ConstraintsManager.h | |
virtual bool IsValid
(
const bool bDeepCheck |
Whether or not it's valid for example it may not be fully loaded, missing handles or set to not be valid | ConstraintsManager.h | |
virtual bool ReferencesObject
(
TWeakObjectPtr< UObject > InObject |
Whether or not this object references this object. | ConstraintsManager.h | |
virtual void ResolveBoundObjects
(
FMovieSceneSequenceID LocalSequenceID, |
Resolve the bound objects so that any object it references are resovled and correctly set up | ConstraintsManager.h | |
virtual void SetActive
(
const bool bIsActive |
Sets the Active value and enable/disable the tick function. | ConstraintsManager.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostDuplicate
(
bool bDuplicateForPIE |
ConstraintsManager.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
ConstraintsManager.h | ||
virtual void PostEditUndo() |
ConstraintsManager.h | ||
virtual void PostInitProperties() |
ConstraintsManager.h | ||
virtual void PostLoad() |
ConstraintsManager.h |