Navigation
API > API/Runtime > API/Runtime/Engine
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
| Name | UNodeMappingContainer |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/NodeMappingContainer.h |
| Include Path | #include "Animation/NodeMappingContainer.h" |
Syntax
UCLASS (HideCategories=Object, ClassGroup="Animation", BlueprintType, Experimental, MinimalAPI)
class UNodeMappingContainer : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UNodeMappingContainer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNodeMappingContainer
(
const FObjectInitializer& ObjectInitializer |
Animation/NodeMappingContainer.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SourceAsset | TSoftObjectPtr< UObject > | Source asset that is used to create source | Animation/NodeMappingContainer.h |
|
| SourceItems | TMap< FName, FNodeItem > | Animation/NodeMappingContainer.h |
|
|
| SourceToTarget | TMap< FName, FName > | Animation/NodeMappingContainer.h |
|
|
| TargetAsset | TSoftObjectPtr< UObject > | Source asset that is used to create target | Animation/NodeMappingContainer.h |
|
| TargetItems | TMap< FName, FNodeItem > | Animation/NodeMappingContainer.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddDefaultMapping() |
This just maps between source to target by name if same note this will override source setting if exists before | Animation/NodeMappingContainer.h | |
| Add/delete mapping. | Animation/NodeMappingContainer.h | ||
void DeleteMapping
(
const FName& InSourceNode |
Animation/NodeMappingContainer.h | ||
bool DoesContainMapping
(
const FName& SourceNode |
Return true if source name is mapped | Animation/NodeMappingContainer.h | |
FString GetDisplayName() |
Animation/NodeMappingContainer.h | ||
| Getting node mapping table { source, target } | Animation/NodeMappingContainer.h | ||
UObject * GetSourceAsset() |
Asset getters. | Animation/NodeMappingContainer.h | |
const TSoftObjectPtr< UObject > & GetSourceAssetSoftObjectPtr() |
Soft object reference | Animation/NodeMappingContainer.h | |
| Item getters. | Animation/NodeMappingContainer.h | ||
FTransform GetSourceToTargetTransform
(
const FName& SourceNode |
This function is not fast, if you want to do this for every frame, cache it somewhere | Animation/NodeMappingContainer.h | |
UObject * GetTargetAsset() |
Animation/NodeMappingContainer.h | ||
const TSoftObjectPtr< UObject > & GetTargetAssetSoftObjectPtr() |
Animation/NodeMappingContainer.h | ||
| Animation/NodeMappingContainer.h | |||
| Get reverse node mapping table { target, source } | Animation/NodeMappingContainer.h | ||
void RefreshDataFromAssets() |
Update data from assets | Animation/NodeMappingContainer.h | |
void SetSourceAsset
(
UObject* InSourceAsset |
Asset setters. | Animation/NodeMappingContainer.h | |
void SetTargetAsset
(
UObject* InTargetAsset |
Animation/NodeMappingContainer.h |