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
UCLASS (HideCategories=Object, ClassGroup="Animation", BlueprintType, Experimental, MinimalAPI)
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 | |
|---|---|---|---|
UNodeMappingContainer
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | This just maps between source to target by name if same note this will override source setting if exists before | ||
| void | AddMapping
(
const FName& InSourceNode, |
Add/delete mapping. | |
| void | DeleteMapping
(
const FName& InSourceNode |
||
| bool | DoesContainMapping
(
const FName& SourceNode |
Return true if source name is mapped | |
| FString | |||
| const TMap< FName, FName > & | Getting node mapping table { source, target } | ||
| UObject * | Asset getters. | ||
| const TSoftObjectPtr< UObject > & | Soft object reference | ||
| const TMap< FName, FNodeItem > & | Item getters. | ||
| FTransform | GetSourceToTargetTransform
(
const FName& SourceNode |
This function is not fast, if you want to do this for every frame, cache it somewhere | |
| UObject * | |||
| const TSoftObjectPtr< UObject > & | |||
| const TMap< FName, FNodeItem > & | |||
| void | GetTargetToSourceMappingTable
(
TMap< FName, FName >& OutMappingTable |
Get reverse node mapping table { target, source } | |
| void | Update data from assets | ||
| void | SetSourceAsset
(
UObject* InSourceAsset |
Asset setters. | |
| void | SetTargetAsset
(
UObject* InTargetAsset |