Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UNodeMappingContainer
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Animation/NodeMappingContainer.h |
Include | #include "Animation/NodeMappingContainer.h" |
Syntax
class UNodeMappingContainer : public UObject
Remarks
Node Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping. Will need to improve interface better
Constructors
Type | Name | Description | |
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UNodeMappingContainer
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | This just maps between source to target by name if same note this will override source setting if exists before | |
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void | AddMapping
(
const FName& InSourceNode, |
Add/delete mapping. |
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void | DeleteMapping
(
const FName& InSourceNode |
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bool | DoesContainMapping
(
const FName& SourceNode |
Return true if source name is mapped |
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FString | ||
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const TMap< FName, FName > & | Getting node mapping table { source, target } | |
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UObject * | Asset getters. | |
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const TSoftObjectPtr< UObject > & | Soft object reference | |
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const TMap< FName, FNodeItem > & | Item getters. | |
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FTransform | GetSourceToTargetTransform
(
const FName& SourceNode |
This function is not fast, if you want to do this for every frame, cache it somewhere |
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UObject * | ||
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const TSoftObjectPtr< UObject > & | ||
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const TMap< FName, FNodeItem > & | ||
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void | GetTargetToSourceMappingTable
(
TMap< FName, FName >& OutMappingTable |
Get reverse node mapping table { target, source } |
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void | Update data from assets | |
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void | SetSourceAsset
(
UObject* InSourceAsset |
Asset setters. |
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void | SetTargetAsset
(
UObject* InTargetAsset |