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API > API/Plugins > API/Plugins/ControlRig
Runs logic for mapping input data to transforms (the "Rig")
| Name | UControlRig |
| Type | class |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRig.h |
| Include Path | #include "ControlRig.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, EditInlineNew)
class UControlRig :
public URigVMHost ,
public INodeMappingProviderInterface ,
public IRigHierarchyProvider ,
public IMeshDeformerProducer
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → URigVMHost → UControlRig
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UControlRig
(
const FObjectInitializer& ObjectInitializer |
ControlRig.h |
Classes
| Name | Remarks |
|---|---|
| FAnimAttributeContainerPtrScope | |
| FControlModifiedEvent | Bindable event for external objects to be notified of Control changes |
| FControlRigBoundEvent | Bindable event to notify object binding change. |
| FControlRigExecuteEvent | |
| FControlSelectedEvent | Bindable event for external objects to be notified that a Control is Selected |
| FControlUndoBracketEvent | Bindable event to manage undo / redo brackets in the client |
| FFilterControlEvent | Bindable event for external objects to contribute to / filter a control value |
| FOnControlSelectedBP_MCSignature | To support Blueprints/scripting, we need a different delegate type (a 'Dynamic' delegate) which supports looser style UFunction binding (using names). |
| FPoseScope | Class used to temporarily cache current pose of the hierarchy restore it on destruction, similar to UControlRigBlueprint::FControlValueScope |
| FTransientControlPoseScope | Class used to temporarily cache current pose of transient controls restore them after a ResetPoseToInitial call, which allows user to move bones in construction mode |
| FTransientControlScope | Class used to temporarily cache current transient controls restore them after a CopyHierarchy call |
Structs
| Name | Remarks |
|---|---|
| FOnControlSelectedBP | |
| FOnControlSelectedBPInfoGetter | |
| FRigSetControlValueInfo | |
| FRigSwitchParentInfo |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FControlRigBeginDestroyEvent | FMeshDeformerBeginDestroyEvent | ControlRig.h | |
| FGetExternalAssetUserData | TBaseDelegate_NoParams< TArray< TObjectPtr< UAssetUserData > > > | ControlRig.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OwnerComponent | const FName | ControlRig.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsClearingTransientControls | bool | ControlRig.h | ||
| bRecordSelectionPoseForConstructionMode | bool | ControlRig.h | ||
| ExecutionType | ERigExecutionType | ControlRig.h |
|
|
| HierarchySettings | FRigHierarchySettings | ControlRig.h | ||
| InputPoseOnDebuggedRig | FRigPose | ControlRig.h | ||
| SelectionPoseForConstructionMode | TMap< FRigElementKey, FTransform > | ControlRig.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bContainsSimulation | bool | ControlRig.h | ||
| bControlsVisible | bool | Whether controls are visible | ControlRig.h |
|
| BeginDestroyEvent | FMeshDeformerBeginDestroyEvent | Broadcasts a notification just before the controlrig is destroyed. | ControlRig.h | |
| bEnableAnimAttributeTrace | bool | ControlRig.h | ||
| bSuspendOverrideAssetChangedDelegate | bool | ControlRig.h | ||
| DataSourceRegistry | TObjectPtr< UAnimationDataSourceRegistry > | The registry to access data source | ControlRig.h |
|
| DebugBoneRadiusMultiplier | float | ControlRig.h | ||
| ExternalAnimAttributeContainer | UE::Anim::FMeshAttributeContainer * | ControlRig.h | ||
| InputAnimAttributeSnapshot | UE::Anim::FMeshAttributeContainer | ControlRig.h | ||
| OutputAnimAttributeSnapshot | UE::Anim::FMeshAttributeContainer | ControlRig.h | ||
| OverrideAssets | TArray< TObjectPtr< UControlRigOverrideAsset > > | ControlRig.h |
|
|
| PostConstructionEvent | FControlRigExecuteEvent | Broadcasts a notification whenever the controlrig has been setup. | ControlRig.h | |
| PostForwardsSolveEvent | FControlRigExecuteEvent | Broadcasts a notification after a forward solve has been initiated | ControlRig.h | |
| PreAdditiveValuesApplicationEvent | FControlRigExecuteEvent | Broadcasts a notification before additive controls have been applied | ControlRig.h | |
| PreConstructionEvent | FControlRigExecuteEvent | Broadcasts a notification just before the controlrig is setup. | ControlRig.h | |
| PreConstructionForUIEvent | FControlRigExecuteEvent | Broadcasts a notification when launching the construction event | ControlRig.h | |
| PreForwardsSolveEvent | FControlRigExecuteEvent | Broadcasts a notification before a forward solve has been initiated | ControlRig.h | |
| PreviewInstance | UAnimPreviewInstance * | ControlRig.h | ||
| Replay | TObjectPtr< UControlRigReplay > | ControlRig.h | ||
| ReplayTimeIndex | int32 | ControlRig.h | ||
| RigModulePrefix | TPair< FName, FString > | ControlRig.h | ||
| RigModuleSettings | FRigModuleSettings | ControlRig.h | ||
| RigVMExtendedExecuteContext | FRigVMExtendedExecuteContext | ControlRig.h |
|
|
| TransformOverrideForUserCreatedBones | TMap< FName, FTransform > | This is needed because PreviewInstance->ModifyBone(...) cannot modify user created bones, | ControlRig.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AllConnectorsAreResolved
(
FString* OutFailureReason, |
ControlRig.h | ||
void ApplySelectionPoseForConstructionMode
(
const FName& InEventName |
ControlRig.h | ||
void ApplyTransformOverrideForUserCreatedBones() |
ControlRig.h | ||
void ClearInstanceInitializationPending() |
ControlRig.h | ||
void ClearPoseBeforeBackwardsSolve () |
Resets the stored pose coming from the anim sequence. | ControlRig.h | |
bool ContainsSimulation() |
ControlRig.h | ||
FFilterControlEvent & ControlFilter() |
Returns a event that can be used to subscribe to filtering control data when needed | ControlRig.h | |
FControlModifiedEvent & ControlModified() |
Returns a event that can be used to subscribe to change notifications coming from the manipulated subject. | ControlRig.h | |
FControlRigBoundEvent & ControlRigBound() |
ControlRig.h | ||
FControlSelectedEvent & ControlSelected() |
Returns a event that can be used to subscribe to selection changes coming from the manipulated subject. | ControlRig.h | |
FControlUndoBracketEvent & ControlUndoBracket() |
Returns an event that can be used to subscribe to Undo Bracket requests such as Open and Close. | ControlRig.h | |
UTransformableControlHandle * CreateTransformableControlHandle
(
const FName& ControlName |
Creates a transformable control handle for the specified control to be used by the constraints system. | ControlRig.h |
|
void DisableReplay() |
ControlRig.h | ||
bool EvaluateSkeletalMeshComponent
(
double InDeltaTime |
Ticks animation of the skeletal mesh component bound to this control rig | ControlRig.h | |
FControlRigAssetStrongReference GetAssetReference() |
ControlRig.h | ||
const FRigControlElementCustomization * GetControlCustomization
(
const FRigElementKey& InControl |
ControlRig.h | ||
const FRigPose & GetControlsAfterBackwardsSolve() |
Get cached control pose after backwards solve | ControlRig.h | |
FVector GetControlSpecifiedEulerAngle
(
const FRigControlElement* InControlElement, |
ControlRig.h | ||
bool GetControlsVisible() |
ControlRig.h | ||
FRigControlValue GetControlValue
(
const FName& InControlName |
Returns the value of a Control. | ControlRig.h | |
FRigControlValue GetControlValue
(
FRigControlElement* InControl, |
ControlRig.h | ||
UAnimationDataSourceRegistry * GetDataSourceRegistry() |
Data Source Registry Getter | ControlRig.h | |
float GetDebugBoneRadiusMultiplier() |
ControlRig.h | ||
| ControlRig.h |
|
||
AActor * GetHostingActor() |
Find the actor the rig is bound to, if any | ControlRig.h |
|
FTransform GetInitialLocalTransform
(
const FRigElementKey& InKey |
ControlRig.h | ||
UControlRig * GetInteractionRig() |
ControlRig.h | ||
TSubclassOf< UControlRig > GetInteractionRigClass() |
ControlRig.h |
|
|
const UControlRigOverrideAsset * GetLastOverrideAsset () |
The active override asset is the last one linked to this control rig, which can be used to record changes. | ControlRig.h | |
| ControlRig.h | |||
TSharedPtr< IControlRigObjectBinding > GetObjectBinding() |
ControlRig.h | ||
const UControlRigOverrideAsset * GetOverrideAsset
(
int32 InIndex |
ControlRig.h | ||
UControlRigOverrideAsset * GetOverrideAsset
(
int32 InIndex |
ControlRig.h | ||
UControlRig * GetParentRig() |
Returns the parent rig hosting this module instance. | ControlRig.h | |
FRigPhysicsSimulationBase * GetPhysicsSimulation
(
const FRigComponentKey& InComponentKey |
We no longer support the idea of ControlRig hosting simulations - that can be done by adding them to elements or components (etc). | ControlRig.h | |
const FRigPhysicsSimulationBase * GetPhysicsSimulation
(
const FRigComponentKey& InComponentKey |
ControlRig.h | ||
int32 GetReplayTimeIndex() |
ControlRig.h | ||
TGuardValue< bool > GetResetCurrentTransformsAfterConstructionGuard
(
bool bNewValue |
ControlRig.h | ||
const FString & GetRigModulePrefix() |
Returns the module prefix of this module (for example Arm/ ) | ControlRig.h | |
const FRigModuleSettings & GetRigModuleSettings() |
Returns the settings of the module this instance belongs to. | ControlRig.h | |
uint32 GetShapeLibraryHash() |
ControlRig.h | ||
| ControlRig.h | |||
TArray< FRigControlElement * > InvertInputPose
(
const TArray< FRigElementKey >& InElements, |
For additive rigs, will set control values by inverting the pose found after the backwards solve Returns the array of control elements that were modified | ControlRig.h | |
bool IsConstructionRequired() |
ControlRig.h | ||
bool IsCurveControl
(
const FRigControlElement* InControlElement |
ControlRig.h | ||
bool IsLinkedToOverrideAsset
(
const UControlRigOverrideAsset* InOverrideAsset |
ControlRig.h | ||
bool IsModularRig() |
Returns true if this rig is a modular rig (of class UModularRig) | ControlRig.h | |
bool IsNativeRig() |
Returns true if this is a native rig (implemented in C++) | ControlRig.h | |
bool IsReplayEnabled() |
ControlRig.h | ||
bool IsRigModule() |
Returns true if the rig is defined as a rig module. | ControlRig.h | |
bool IsRigModuleInstance () |
Returns true if this rig is an instance module. | ControlRig.h | |
bool IsStandaloneRig() |
Returns true if this is a standalone rig (of class UControlRig and not modular) | ControlRig.h | |
int32 LinkOverrideAsset
(
UControlRigOverrideAsset* InOverrideAsset |
ControlRig.h | ||
bool NeedsInstanceInitialization () |
Returns true if this rig instance needs the sequencer to re-run its instance-level initialization (re-binding, re-transferring bones from the skeletal mesh, etc.) on the next bind. | ControlRig.h | |
int32 NumOverrideAssets() |
ControlRig.h | ||
FControlRigOverrideAssetsChanged & OnOverrideAssetsChanged() |
ControlRig.h | ||
FControlRigExecuteEvent & OnPostConstruction_AnyThread() |
ControlRig.h | ||
FControlRigExecuteEvent & OnPostForwardsSolve_AnyThread() |
ControlRig.h | ||
FControlRigExecuteEvent & OnPreAdditiveValuesApplication_AnyThread() |
ControlRig.h | ||
FControlRigExecuteEvent & OnPreConstruction_AnyThread() |
ControlRig.h | ||
FControlRigExecuteEvent & OnPreConstructionForUI_AnyThread() |
ControlRig.h | ||
FControlRigExecuteEvent & OnPreForwardsSolve_AnyThread() |
ControlRig.h | ||
FRigEventDelegate & OnRigEvent_AnyThread() |
ControlRig.h | ||
void PostReinstanceCallback
(
const UControlRig* Old |
Called after post reinstance when compilng blueprint by Sequencer | ControlRig.h | |
bool RegisterPhysicsSimulation
(
TSharedPtr< FRigPhysicsSimulationBase > PhysicsSimulation, |
ControlRig.h | ||
void RequestConstruction() |
Requests to perform construction during the next execution | ControlRig.h |
|
void ResetControlValues() |
Removes any stored additive control values | ControlRig.h | |
void ResetRecordedTransforms
(
const FName& InEventName |
Resets the recorded transform changes | ControlRig.h | |
void SetContainsSimulation () |
Nodes/components etc that contain "simulation" (i.e. contain significant amounts of state, and won't behave nicely when given extra "updates") should set this on the control rig during construction or during execution. | ControlRig.h | |
void SetControlCustomization
(
const FRigElementKey& InControl, |
ControlRig.h | ||
bool SetControlGlobalTransform
(
const FName& InControlName, |
ControlRig.h | ||
void SetControlsVisible
(
const bool bIsVisible |
ControlRig.h | ||
void SetControlValue
(
const FName& InControlName, |
Sets the relative value of a Control. | ControlRig.h | |
void SetDynamicHierarchy
(
TObjectPtr< URigHierarchy > InHierarchy |
ControlRig.h | ||
void SetInteractionRig
(
UControlRig* InInteractionRig |
ControlRig.h |
|
|
void SetInteractionRigClass
(
TSubclassOf< UControlRig > InInteractionRigClass |
ControlRig.h |
|
|
void SetIsAdditive
(
const bool bInIsAdditive |
ControlRig.h | ||
void SetObjectBinding
(
TSharedPtr< IControlRigObjectBinding > InObjectBinding |
Setup bindings to a runtime object (or clear by passing in nullptr). | ControlRig.h | |
void SetReplay
(
UControlRigReplay* InReplay |
ControlRig.h | ||
void SetReplayTimeIndex
(
int32 InReplayTimeIndex |
ControlRig.h | ||
void SetSuspendOverrideAssetChangedDelegate
(
bool bSuspended |
ControlRig.h | ||
bool SupportsBackwardsSolve() |
Contains a backwards solve event | ControlRig.h |
|
bool SupportsEvent () |
ControlRig.h | ||
void SwitchToParent
(
const FRigElementKey& InElementKey, |
ControlRig.h | ||
void ToggleControlsVisible() |
ControlRig.h | ||
bool UnlinkAllOverrideAssets() |
ControlRig.h | ||
bool UnlinkOverrideAsset
(
UControlRigOverrideAsset* InContainer |
ControlRig.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArray< FRigControlElement * > AvailableControls() |
ControlRig.h | ||
virtual bool ClearControlSelection
(
bool bSetupUndo |
ControlRig.h |
|
|
virtual void CreateRigControlsForCurveContainer() |
ControlRig.h | ||
| ControlRig.h |
|
||
virtual FRigControlElement * FindControl
(
const FName& InControlName |
ControlRig.h | ||
virtual FText GetCategory() |
Get the category of this ControlRig (for display in menus) | ControlRig.h | |
virtual FTransform GetControlGlobalTransform
(
const FName& InControlName |
ControlRig.h | ||
virtual FTransform GetControlLocalTransform
(
const FName& InControlName |
ControlRig.h | ||
virtual void GetControlsInOrder
(
TArray< FRigControlElement* >& SortedControls |
ControlRig.h | ||
virtual FRigControlValue GetControlValueFromGlobalTransform
(
const FName& InControlName, |
ControlRig.h | ||
virtual FRigElementKeyRedirector GetElementKeyRedirector () |
ControlRig.h | ||
virtual FRigElementKeyRedirector & GetElementKeyRedirector () |
Returns the redirector from key to key for this rig. | ControlRig.h | |
| INodeMappingInterface implementation | ControlRig.h | ||
virtual const TArray< TSoftObjectPtr< UControlRigShapeLibrary > > & GetShapeLibraries() |
ControlRig.h | ||
| ControlRig.h |
|
||
virtual FText GetToolTipText() |
Get the tooltip text to display for this node (displayed in graphs and from context menus) | ControlRig.h | |
virtual bool InitializeVMs
(
const FName& InEventName |
ControlRig.h | ||
virtual void InitializeVMs
(
bool bInitRigUnits |
ControlRig.h | ||
virtual bool IsAdditive() |
ControlRig.h | ||
virtual bool IsConstructionModeEnabled() |
ControlRig.h | ||
virtual bool IsControlSelected
(
const FName& InControlName |
ControlRig.h |
|
|
virtual bool ManipulationEnabled() |
Returns true if this manipulatable subject is currently available for manipulation / is enabled. | ControlRig.h | |
virtual void RequestInitVMs() |
ControlRig.h | ||
virtual void SelectControl
(
const FName& InControlName, |
Selects or deselects an element in the hierarchy | ControlRig.h |
|
virtual void SetBoneInitialTransformsFromAnimInstance
(
UAnimInstance* InAnimInstance |
Setup the initial transform / ref pose of the bones based upon an anim instance This uses the current refpose instead of the RefSkeleton pose. | ControlRig.h | |
virtual void SetBoneInitialTransformsFromAnimInstanceProxy
(
const FAnimInstanceProxy* InAnimInstanceProxy |
Setup the initial transform / ref pose of the bones based upon an anim instance proxy This uses the current refpose instead of the RefSkeleton pose. | ControlRig.h | |
virtual void SetBoneInitialTransformsFromRefSkeleton
(
const FReferenceSkeleton& InReferenceSkeleton |
Setup the initial transforms / ref pose of the bones based on a reference skeleton This uses the RefSkeleton pose instead of the current refpose. | ControlRig.h | |
virtual void SetBoneInitialTransformsFromSkeletalMesh
(
USkeletalMesh* InSkeletalMesh |
Setup the initial transforms / ref pose of the bones based on a skeletal mesh This uses the RefSkeleton pose instead of the current refpose. | ControlRig.h | |
virtual void SetBoneInitialTransformsFromSkeletalMeshComponent
(
USkeletalMeshComponent* InSkelMeshComp, |
Setup the initial transform / ref pose of the bones based upon skeletal mesh component (ref skeleton) This uses the RefSkeleton pose instead of the current refpose (or vice versae is bUseAnimInstance == true) | ControlRig.h | |
virtual void SetControlLocalTransform
(
const FName& InControlName, |
ControlRig.h | ||
virtual void SetControlValueImpl
(
const FName& InControlName, |
Sets the relative value of a Control. | ControlRig.h | |
virtual void SetElementKeyRedirector
(
const FRigElementKeyRedirector InElementRedirector |
Returns the redirector from key to key for this rig. | ControlRig.h | |
virtual bool SetManipulationEnabled
(
bool Enabled |
Sets the manipulatable subject to enabled or disabled. | ControlRig.h | |
virtual FTransform SetupControlFromGlobalTransform
(
const FName& InControlName, |
ControlRig.h | ||
virtual bool ShouldApplyLimits() |
ControlRig.h |
Overridden from URigVMHost
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ControlRig.h | |||
virtual bool CanExecute() |
ControlRig.h | ||
virtual void Evaluate_AnyThread() |
Evaluates the ControlRig | ControlRig.h | |
virtual bool Execute
(
const FName& InEventName |
ControlRig.h | ||
virtual bool Execute_Internal
(
const FName& InEventName |
ControlRig.h | ||
virtual const TArray< UAssetUserData * > * GetAssetUserDataArray() |
ControlRig.h | ||
virtual USceneComponent * GetOwningSceneComponent() |
ControlRig.h | ||
virtual UScriptStruct * GetPublicContextStruct() |
ControlRig.h | ||
| ControlRig.h | |||
virtual UWorld * GetWorld() |
ControlRig.h | ||
virtual void Initialize
(
bool bInitRigUnits |
Initialize things for the ControlRig | ControlRig.h | |
virtual bool InitializeVM
(
const FName& InEventName |
Initialize the VM | ControlRig.h | |
virtual void PostInitInstanceIfRequired() |
ControlRig.h | ||
virtual void RequestInit() |
ControlRig.h | ||
virtual bool SupportsEvent
(
const FName& InEventName |
ControlRig.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
ControlRig.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
ControlRig.h | ||
virtual void PostLoad() |
ControlRig.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
ControlRig.h | ||
virtual void Serialize
(
FArchive& Ar |
ControlRig.h |
Overridden from IRigHierarchyProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual URigHierarchy * GetHierarchy () |
ControlRig.h |
Overridden from IMeshDeformerProducer
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FMeshDeformerBeginDestroyEvent & OnBeginDestroy() |
ControlRig.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FRigInfluenceMap * FindInfluenceMap
(
const FName& InEventName |
ControlRig.h | ||
uint8 GetInteractionType() |
ControlRig.h | ||
void HandleHierarchyEvent
(
URigHierarchy* InHierarchy, |
ControlRig.h | ||
bool IsInteracting() |
ControlRig.h | ||
bool IsRunningPostConstruction() |
ControlRig.h | ||
bool IsRunningPreConstruction() |
ControlRig.h | ||
bool IsSyncingWithOtherRig() |
ControlRig.h | ||
void OnAddShapeLibrary
(
const FControlRigExecuteContext* InContext, |
ControlRig.h | ||
void OnHierarchyTransformUndoRedo
(
URigHierarchy* InHierarchy, |
ControlRig.h | ||
bool OnShapeExists
(
const FName& InShapeName |
ControlRig.h | ||
void RestoreShapeLibrariesFromCDO() |
ControlRig.h | ||
void SendSelectionBeforeInitNotifications() |
ControlRig.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EmitPostConstructionEventFinished() |
ControlRig.h | ||
virtual void InitializeVMsFromCDO() |
ControlRig.h |
Overridden from URigVMHost
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GenerateRequiredPluginsData
(
FRigVMExtendedExecuteContext& Context |
ControlRig.h | ||
virtual void InitializeFromCDO() |
ControlRig.h | ||
virtual void PostInitInstance
(
URigVMHost* InCDO |
ControlRig.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
ControlRig.h | ||
static TArray< UControlRig * > FindControlRigs
(
UObject* Outer, |
ControlRig.h |
|
|
static FRigElementKey GetElementKeyFromTransientControl
(
const FRigElementKey& InKey |
ControlRig.h | ||
static FName GetNameForTransientControl
(
const FRigElementKey& InElement |
ControlRig.h | ||
static FString GetNodeNameFromTransientControl
(
const FRigElementKey& InKey |
ControlRig.h | ||
static FRigUnit * GetRigUnitInstanceFromScope
(
TSharedPtr< FStructOnScope > InScope |
ControlRig.h | ||
static FString GetTargetFromTransientControl
(
const FRigElementKey& InKey |
ControlRig.h | ||
static void OnHierarchyTransformUndoRedoWeak
(
URigHierarchy* InHierarchy, |
ControlRig.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GizmoLibrary_DEPRECATED | TSoftObjectPtr< UControlRigShapeLibrary > | ControlRig.h | ||
| InputProperties_DEPRECATED | TMap< FName, FCachedPropertyPath > | You either go Input or Output, currently if you put it in both place, Output will override | ControlRig.h | |
| OutputProperties_DEPRECATED | TMap< FName, FCachedPropertyPath > | ControlRig.h |