description:
Get ControlRig Control's float values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< float > GetLocalControlRigFloats ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Rotator value at a specific time
Returns Value at that time

module: ControlRigEditor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static FRotator GetLocalControlRigRotator ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Scale value at a specific time
Returns Value at that time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static FVector GetLocalControlRigScale ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Rotator values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< FRotator > GetLocalControlRigRotators ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Scale values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetLocalControlRigScales ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's EulerTransform value at a specific time
Returns Value at that time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) GetLocalControlRigEulerTransform ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's EulerTransform values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) > GetLocalControlRigEulerTransforms ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's TransformNoScale value at a specific time
Returns Value at that time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [FTransformNoScale](API\Runtime\AnimationCore\FTransformNoScale) GetLocalControlRigTransformNoScale ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's TransformNoScale values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< [FTransformNoScale](API\Runtime\AnimationCore\FTransformNoScale) > GetLocalControlRigTransformNoScales ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Transform value at a specific time
Returns Value at that time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static FTransform GetLocalControlRigTransform ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Transform values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< FTransform > GetLocalControlRigTransforms ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's bool value at a specific time
Returns Value at that time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool GetLocalControlRigBool ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's bool values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< bool > GetLocalControlRigBools ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's integer value at a specific time
Returns Value at that time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static int32 GetLocalControlRigInt ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Vector2D value at a specific time
Returns Value at that time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static FVector2D GetLocalControlRigVector2D ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's integer values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetLocalControlRigInts ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Vector2D values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > GetLocalControlRigVector2Ds ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Position value at a specific time
Returns Value at that time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static FVector GetLocalControlRigPosition ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get ControlRig Control's Position values at specific times
Returns Values at those times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetLocalControlRigPositions ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get SkeletalMeshComponent World Transform at a specific time
Returns World Transform

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static FTransform GetSkeletalMeshComponentWorldTransform ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, [FName](API\Runtime\Core\UObject\FName) ReferenceName )


description:
Get SkeletalMeshComponents World Transforms at specific times
Returns World Transforms

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< FTransform > GetSkeletalMeshComponentWorldTransforms ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, [FName](API\Runtime\Core\UObject\FName) ReferenceName )


description:
Get all of the visible control rigs in the level
returns list of visible Control Rigs

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< [UControlRig](API\Plugins\ControlRig\UControlRig) * > GetVisibleControlRigs()


description: Get the default world space key, can be used a world space.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) GetWorldSpaceReferenceKey()


description: Hides all of the controls for the given section

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void HideAllControls ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection )


description: Import FBX onto a control rig with the specified track and section

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | FBX") static bool ImportFBXToControlRigTrack ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UMovieSceneControlRigParameterTrack](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterTr-) * InTrack, [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) * InSection, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SelectedControlRigNames, [UMovieSceneUserImportFBXControlRigSettings](API\Editor\MovieSceneTools\UMovieSceneUserImportFBXControlR-) * ImportFBXControlRigSettings, const [FString](API\Runtime\Core\Containers\FString) & ImportFilename )


description: Whether or not the control rig is an FK Control Rig.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool IsFKControlRig ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig )


description:
Load anim sequence into this control rig section
returns True if successful, False otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool LoadAnimSequenceIntoControlRigSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * MovieSceneSection, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComp, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InStartFrame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bKeyReduce, float Tolerance )


description:
Move the constraint active key in the current open Sequencer
Will return false if function fails, for example if there is no key at this time it will fail, or if the new time is invalid it could fail also

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool MoveConstraintKey ( [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * Constraint, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * ConstraintSection, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InNewTime, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Move the Control Rig Space Key for the Control at the specified time to the new time. This will also move any Control Rig keys at this space switch boundary.
Will return false if function fails, for example if there is no key at this time it will fail, or if the new time is invalid it could fail also

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool MoveControlRigSpace ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [FName](API\Runtime\Core\UObject\FName) InControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InNewTime, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Rename the Control Rig Channels in Sequencer to the specified new control names, which should be present on the Control Rig
Return true if the function succeeds, false if it doesn't which can happen if the name arrays don't match in size or any of the new Control Names aren't valid

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool RenameControlRigControlChannels ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InOldControlNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InNewControlNames )


description:
Set the constraint active key in the current open Sequencer
Returns true if we set the constraint to be the passed in value, false if not. We may not do so if the value is the same.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool SetConstraintActiveKey ( [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * InConstraint, bool bActive, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InFrame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Set the FK Control Rig to apply mode
returns True if the mode was set, may not be set if the Control Rig doesn't support these modes currently only FKControlRig's do.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool SetControlRigApplyMode ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [EControlRigFKRigExecuteMode](API\Plugins\ControlRig\Rigs\EControlRigFKRigExecuteMode) InApplyMode )


description: Set the a key for the Control Rig Space for the Control at the specified time. If space is the same as the current no key witll be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool SetControlRigSpace ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [FName](API\Runtime\Core\UObject\FName) InControlName, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InSpaceKey, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's World Transform at a specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetControlRigWorldTransform ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, const FTransform & WorldTransform, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set the controls mask for the given ControlNames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetControlsMask ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ControlNames, bool bVisible )


description: Set ControlRig Control's World Transforms at a specific times.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetControlRigWorldTransforms ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & WorldTransforms, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's float value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigFloat ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, float Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's float values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigFloats ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< float > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's Rotator values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigRotators ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< FRotator > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's Rotator value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigRotator ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, FRotator Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's Scale value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigScale ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, FVector Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's Scale values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigScales ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's EulerTransform value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigEulerTransform ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's EulerTransform values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigEulerTransforms ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's TransformNoScale value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigTransformNoScale ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [FTransformNoScale](API\Runtime\AnimationCore\FTransformNoScale) Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's TransformNoScale values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigTransformNoScales ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< [FTransformNoScale](API\Runtime\AnimationCore\FTransformNoScale) > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's Transform value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigTransform ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, FTransform Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's Transform values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigTransforms ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's bool values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigBools ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< bool > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's bool value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigBool ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, bool Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's int value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigInt ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, int32 Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's int values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigInts ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's Vector2D values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigVector2Ds ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's Vector2D value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigVector2D ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, FVector2D Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Set ControlRig Control's Position values at specific times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigPositions ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > Values, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Set ControlRig Control's Position value at specific time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void SetLocalControlRigPosition ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, FVector Value, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit, bool bSetKey )


description: Peform a Snap operation to snap the children to the parent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool SnapControlRig ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) StartFrame, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) EndFrame, const [FControlRigSnapperSelection](API\Plugins\ControlRigEditor\Tools\FControlRigSnapperSelection) & ChildrenToSnap, const [FControlRigSnapperSelection](API\Plugins\ControlRigEditor\Tools\FControlRigSnapperSelection) & ParentToSnap, const [UControlRigSnapSettings](API\Plugins\ControlRigEditor\Tools\UControlRigSnapSettings) * SnapSettings, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description: Shows all of the controls for the given section

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static void ShowAllControls ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection )


description: Peform a Tween operation on the current active sequencer time(must be visible).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool TweenControlRig ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, float TweenValue )


className: UControlRigSequencerEditorLibrary

description: This is a set of helper functions to access various parts of the Sequencer and Control Rig API via Python and Blueprints.


description: USkeletalMeshThumbnailRendererimplementation.

code: virtual void AddAdditionalPreviewSceneContent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UWorld](API\Runtime\Engine\Engine\UWorld) * PreviewWorld )


description: BeginUThumbnailRendererObject.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) *, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


description: BeginUThumbnailRendererObject.

code: virtual bool CanVisualizeAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: UControlRigThumbnailRenderer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UControlRigThumbnailRenderer

RigBlueprint

type: UControlRigBlue...

ShapeActors

type: TMap<FName,AS...


module: ControlRigSpline

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< uint16 > GetControlIndicesWithoutDuplicates()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FVector > & GetControlPoints()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetControlPointsWithoutDuplicates()


code: FVector GetPointAtParam ( float Param )


code: virtual void SetControlPoints ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > & InControlPoints )


code: ControlRigBaseSpline ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > & InControlPoints, uint16 InDegree, bool bInClosed )


code: virtual ~ControlRigBaseSpline()


className: ControlRigBaseSpline

code: class ControlRigBaseSpline

bClosed

type: bool

ControlPoints

type: TArray< FVector...


code: virtual FVector GetPointAtParam ( float Param )


code: ControlRigBSpline ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > & InControlPoints, const uint16 InDegree, const bool bInClosed, const bool bInClamped )


className: ControlRigBSpline

code: class ControlRigBSpline : public [ControlRigBaseSpline](API\Plugins\ControlRigSpline\ControlRigBaseSpline)


code: ControlRigHermite ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > & InControlPoints, const bool bInClosed )


className: ControlRigHermite

code: class ControlRigHermite : public [ControlRigBaseSpline](API\Plugins\ControlRigSpline\ControlRigBaseSpline)


className: ESplineType

code: enum ESplineType { BSpline, Hermite, Max, }


description:
Returns the degree of the spline
The degree of the spline.

code: uint8 GetDegree() const


description:
Given an InParam float in [0, 1], will return the length of the spline at that point.
The length of the spline at InParam.

code: float LengthAtParam ( const float InParam ) const


code: [FControlRigSpline](API\Plugins\ControlRigSpline\FControlRigSpline) & operator= ( const [FControlRigSpline](API\Plugins\ControlRigSpline\FControlRigSpline) & InOther )


description: Sets the control points in the spline. It will build the spline if needed, or will update the points if building from scratch is not necessary. The type of spline to build will depend on what is set in SplineMode.

code: void SetControlPoints ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > & InPoints, const [ESplineType](API\Plugins\ControlRigSpline\ESplineType) SplineMode, const bool bInClosed, const int32 SamplesPerSegment, const float Compression, const float Stretch )


description:
Given an InParam float in [0, 1], will return the position of the spline at that point.
The position in the spline.

code: FVector PositionAtParam ( const float InParam ) const


description: Sets the control transforms in the spline. It will build the spline if needed, or will update the transforms if building from scratch is not necessary. The type of spline to build will depend on what is set in SplineMode.

code: void SetControlTransforms ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > & InTransforms, const [ESplineType](API\Plugins\ControlRigSpline\ESplineType) SplineMode, const bool bInClosed, const int32 SamplesPerSegment, const float Compression, const float Stretch )


description:
Given an InParam float in [0, 1], will return the tangent vector of the spline at that point. Note that this vector is not normalized.
The tangent of the spline at InParam.

code: FVector TangentAtParam ( const float InParam ) const


code: FControlRigSpline ( const [FControlRigSpline](API\Plugins\ControlRigSpline\FControlRigSpline) & InOther )


description:
Given an InParam float in [0, 1], will return the transform of the spline at that point.
The transform in the spline.

code: FTransform TransformAtParam ( const float InParam ) const


code: virtual ~FControlRigSpline()


className: FControlRigSpline

SplineData

type: TSharedPtr<FCo...


description: Returns the control points that were used to create this spline, removing the duplicates in case of a closed spline.

code: [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetControlPointsWithoutDuplicates()


description: Returns a reference to the control points that were used to create this spline.

code: [TArray](API\Runtime\Core\Containers\TArray)< FVector > & GetControlPoints()


description: Returns the control transforms that were used to create this spline, removing the duplicates in case of a closed spline.

code: [TArray](API\Runtime\Core\Containers\TArray)< FTransform > GetControlTransformsWithoutDuplicates()


description: Returns a reference to the control transforms that were used to create this spline.

code: [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetControlTransforms()


description: Returns the degree of the curve.


description: Returns the total number of samples cached.

code: uint16 NumSamples() const


code: virtual ~FControlRigSplineImpl()


className: FControlRigSplineImpl

AccumulatedLenth

type: TArray< float >

description: Accumulated length along the spline given by samples.

bClosed

description: Wether or not the curve is closed.

Compression

type: float

description: The allowed length compression (1.f being do not allow compression`). If 0, no restriction wil be applied.

ControlTransforms

type: TArray< FTransf...

description: The transforms of the control points.

InitialLengths

description: The initial lengths between samples.

SamplesArray

description: Positions along the "real" curve (no samples in the first and last segments of a hermite spline)

SamplesPerSegment

description: Samples per segment, where segment is the portion between two control points.

Spline

type: ControlRigBaseS...

description: The actual spline.

SplineMode

type: ESplineType

description: Spline type.

Stretch

description: The allowed length stretch (1.f being do not allow stretch`). If 0, no restriction wil be applied.


className: FControlRigSplineModule

code: class FControlRigSplineModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Execute logic for this rig unit

code: virtual void Execute()


description: Retrieves the closest U value from a given Spline and a position

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Closest Parameter From Spline", Category="Splines", NodeColor="0.737911 0.099899 0.099899")) struct FRigUnit_ClosestParameterFromControlRigSpline : public [FRigUnit_ControlRigSplineBase](API\Plugins\ControlRigSpline\FRigUnit_ControlRigSplineBase)

Position

type: FVector

Spline

type: FControlRigSpli...


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, NodeColor="0.3 0.1 0.1")) struct FRigUnit_ControlRigSplineBase : public [FRigUnit](API\Plugins\ControlRig\Units\FRigUnit)


description: Creates a Spline curve from an array of positions

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Spline From Points", Keywords="Spline From Positions", Category="Splines", Varying, NodeColor="0.737911 0.099899 0.099899")) struct FRigUnit_ControlRigSplineFromPoints : public [FRigUnit_ControlRigSplineBase](API\Plugins\ControlRigSpline\FRigUnit_ControlRigSplineBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Spline From Transforms", Keywords="Spline From Transforms", Category="Splines", Varying, NodeColor="0.737911 0.099899 0.099899")) struct FRigUnit_ControlRigSplineFromTransforms : public [FRigUnit_ControlRigSplineBase](API\Plugins\ControlRigSpline\FRigUnit_ControlRigSplineBase)


description: Draws the given spline in the viewport

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Draw Spline", Category="Splines", NodeColor="0.83077 0.846873 0.049707")) struct FRigUnit_DrawControlRigSpline : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

Color

type: FLinearColor


description: Execute logic for this struct


code: virtual [FRigVMStructUpgradeInfo](API\Plugins\RigVM\RigVMCore\FRigVMStructUpgradeInfo) GetUpgradeInfo() const


description: Fits a given chain to a spline curve. Additionally provides rotational control matching the features of the Distribute Rotation node.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Fit Chain on Spline Curve", Category="Hierarchy", Keywords="Fit,Resample,Spline", Deprecated="5.0")) struct FRigUnit_FitChainToSplineCurve : public [FRigUnit_HighlevelBaseMutable](API\Plugins\ControlRig\Units\Highlevel\FRigUnit_HighlevelBaseMutable)

Alignment

type: EControlRigCurv...

description: Specifies how to align the chain on the curve

bPropagateToChildren

description: If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms.

Items

type: FRigElementKeyC...

description: The items to align

Maximum

description: The maximum U value to use on the curve

Minimum

description: The minimum U value to use on the curve

PoleVectorPosition

description: The the position of the pole vector used for aligning the secondary axis.

PrimaryAxis

description: The major axis being aligned - along the bone

RotationEaseType

type: ERigVMAnimEasin...

description: The easing to use between to rotations.

Rotations

type: TArray<FRigUni...

description: The list of rotations to be applied along the curve

SamplingPrecision

description: The number of samples to use on the curve. Clamped at 64.

SecondaryAxis

description: The minor axis being aligned - towards the pole vector. You can use (0.0, 0.0, 0.0) to disable it.

Spline

description: The curve to align to

Weight

description: The weight of the solver - how much the rotation should be applied


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Fit Chain on Spline Curve", Category="Splines", Keywords="Fit,Resample,Spline")) struct FRigUnit_FitChainToSplineCurveItemArray : public [FRigUnit_HighlevelBaseMutable](API\Plugins\ControlRig\Units\Highlevel\FRigUnit_HighlevelBaseMutable)

Items

type: TArray<FRigEle...

description: The items to align

Maximum

description: The maximum U value to use on the curve

Minimum

description: The minimum U value to use on the curve

RotationEaseType

description: The easing to use between to rotations.

Spline

description: The curve to align to


description: Fits a given spline curve to a chain.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Fit Spline Curve on Chain", Category="Hierarchy", Keywords="Fit,Resample,Spline", Deprecated="5.0")) struct FRigUnit_FitSplineCurveToChain : public [FRigUnit_HighlevelBaseMutable](API\Plugins\ControlRig\Units\Highlevel\FRigUnit_HighlevelBaseMutable)

Items

description: The items to align to

description: The curve to align


description: Fits a given spline curve to a chain.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Fit Spline Curve on Chain", Category="Splines", Keywords="Fit,Resample,Spline")) struct FRigUnit_FitSplineCurveToChainItemArray : public [FRigUnit_HighlevelBaseMutable](API\Plugins\ControlRig\Units\Highlevel\FRigUnit_HighlevelBaseMutable)

description: The items to align to

Spline

description: The curve to align


description: Retrieves the length from a given Splin

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Get Length At Param Of Spline", Category="Splines", NodeColor="0.737911 0.099899 0.099899")) struct FRigUnit_GetLengthAtParamControlRigSpline : public [FRigUnit](API\Plugins\ControlRig\Units\FRigUnit)


description: Retrieves the length from a given Splin

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Get Length Of Spline", Category="Splines", NodeColor="0.737911 0.099899 0.099899")) struct FRigUnit_GetLengthControlRigSpline : public [FRigUnit](API\Plugins\ControlRig\Units\FRigUnit)


description: Returns the U parameter of a spline given a length percentage (0.0 - 1.0)

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Parameter At Length Percentage", Category="Splines")) struct FRigUnit_ParameterAtPercentage : public [FRigUnit_ControlRigSplineBase](API\Plugins\ControlRigSpline\FRigUnit_ControlRigSplineBase)


description: Retrieves the position from a given Spline and U value

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Position From Spline", Keywords="Point From Spline", Category="Splines", NodeColor="0.737911 0.099899 0.099899")) struct FRigUnit_PositionFromControlRigSpline : public [FRigUnit_ControlRigSplineBase](API\Plugins\ControlRigSpline\FRigUnit_ControlRigSplineBase)


description: Set the points of a spline, given a spline and an array of positions

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Spline Points", Category="Splines", Varying, NodeColor="0.0 0.36470600962638855 1.0")) struct FRigUnit_SetSplinePoints : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)


description: Execute logic for this rig unit


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Spline Transforms", Category="Splines", Varying, NodeColor="0.0 0.36470600962638855 1.0")) struct FRigUnit_SetSplineTransforms : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Spline Constraint", Category="Splines", Keywords="Fit,Resample,Spline")) struct FRigUnit_SplineConstraint : public [FRigUnit_HighlevelBaseMutable](API\Plugins\ControlRig\Units\Highlevel\FRigUnit_HighlevelBaseMutable)

Items

description: The items to align

Maximum

description: The maximum U value to use on the curve

Minimum

description: The minimum U value to use on the curve

description: The curve to align to


CachedItems

type: TArray<FCached...


description: Retrieves the tangent from a given Spline and U value

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Tangent From Spline", Category="Splines", NodeColor="0.737911 0.099899 0.099899")) struct FRigUnit_TangentFromControlRigSpline : public [FRigUnit_ControlRigSplineBase](API\Plugins\ControlRigSpline\FRigUnit_ControlRigSplineBase)


description: Retrieves the transform from a given Spline and U value based on the given Up Vector and Roll

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Transform From Spline", Category="Splines", NodeColor="0.737911 0.099899 0.099899", Deprecated="5.3")) struct FRigUnit_TransformFromControlRigSpline : public [FRigUnit_ControlRigSplineBase](API\Plugins\ControlRigSpline\FRigUnit_ControlRigSplineBase)

Transform

type: FTransform


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Transform From Spline", Category="Splines", NodeColor="0.737911 0.099899 0.099899")) struct FRigUnit_TransformFromControlRigSpline2 : public [FRigUnit_ControlRigSplineBase](API\Plugins\ControlRigSpline\FRigUnit_ControlRigSplineBase)


module: CQTest

code: namespace CQTestCondition { template<typename TValue, typename TOtherValue> bool CQTestCondition::IsEqual ( const TValue & A, const TOtherValue & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsEqual ( const TCHAR * A, const TCHAR * B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsEqual ( const TCHAR * A, const [FString](API\Runtime\Core\Containers\FString) & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsEqual ( const [FString](API\Runtime\Core\Containers\FString) & A, const TCHAR * B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsEqual ( const [FString](API\Runtime\Core\Containers\FString) & A, const [FString](API\Runtime\Core\Containers\FString) & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsEqualIgnoreCase ( const TCHAR * A, const TCHAR * B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsEqualIgnoreCase ( const TCHAR * A, const [FString](API\Runtime\Core\Containers\FString) & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & A, const TCHAR * B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & A, const [FString](API\Runtime\Core\Containers\FString) & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNearlyEqual ( const float A, const float B, float Tolerance ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNearlyEqual ( const FVector A, const FVector B, float Tolerance ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNearlyEqual ( const double A, const double B, double Tolerance ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNearlyEqual ( const FTransform A, const FTransform B, float Tolerance ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNearlyEqual ( const FRotator A, const FRotator B, float Tolerance ) }


code: namespace CQTestCondition { template<typename TValue, typename TOtherValue> bool CQTestCondition::IsNotEqual ( const TValue & A, const TOtherValue & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotEqual ( const TCHAR * A, const TCHAR * B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotEqual ( const TCHAR * A, const [FString](API\Runtime\Core\Containers\FString) & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotEqual ( const [FString](API\Runtime\Core\Containers\FString) & A, const TCHAR * B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotEqual ( const [FString](API\Runtime\Core\Containers\FString) & A, const [FString](API\Runtime\Core\Containers\FString) & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotEqualIgnoreCase ( const TCHAR * A, const TCHAR * B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotEqualIgnoreCase ( const TCHAR * A, const [FString](API\Runtime\Core\Containers\FString) & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & A, const TCHAR * B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & A, const [FString](API\Runtime\Core\Containers\FString) & B ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotNearlyEqual ( const float A, const float B, float Tolerance ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotNearlyEqual ( const double A, const double B, double Tolerance ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotNearlyEqual ( const FVector A, const FVector B, float Tolerance ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotNearlyEqual ( const FTransform A, const FTransform B, float Tolerance ) }


code: namespace CQTestCondition { bool CQTestCondition::IsNotNearlyEqual ( const FRotator A, const FRotator B, float Tolerance ) }


code: namespace CQTestConvert { template<typename T> [FString](API\Runtime\Core\Containers\FString) CQTestConvert::ToString ( const T & Input ) }


code: namespace CQTestConvert { template<> [FString](API\Runtime\Core\Containers\FString) CQTestConvert::ToString ( const [FString](API\Runtime\Core\Containers\FString) & Input ) }


code: namespace CQTestConvert { template<typename TElement, typename TAllocator> [FString](API\Runtime\Core\Containers\FString) CQTestConvert::ToString ( const [TArray](API\Runtime\Core\Containers\TArray)< TElement, TAllocator > & Input ) }


code: namespace CQTestConvert { template<typename TElement, typename TAllocator> [FString](API\Runtime\Core\Containers\FString) CQTestConvert::ToString ( const [TSet](API\Runtime\Core\Containers\TSet)< TElement, TAllocator > & Input ) }


code: namespace CQTestConvert { template<typename TKey, typename TValue> [FString](API\Runtime\Core\Containers\FString) CQTestConvert::ToString ( const [TMap](API\Runtime\Core\Containers\TMap)< TKey, TValue > & Input ) }


code: template<typename TExpected, typename TActual> bool AreEqual ( const TExpected & Expected, const TActual & Actual )


code: template<typename TExpected, typename TActual> bool AreEqual ( const TExpected & Expected, const TActual & Actual, const char * FailureMessage )


code: template<typename TExpected, typename TActual> bool AreEqual ( const TExpected & Expected, const TActual & Actual, const TCHAR * FailureMessage )


code: template<typename TExpected, typename TActual> bool AreEqual ( const TExpected & Expected, const TActual & Actual, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


code: bool AreEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & Expected, const [FString](API\Runtime\Core\Containers\FString) & Actual )


code: bool AreEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & Expected, const [FString](API\Runtime\Core\Containers\FString) & Actual, const char * FailureMessage )


code: bool AreEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & Expected, const [FString](API\Runtime\Core\Containers\FString) & Actual, const TCHAR * FailureMessage )


code: bool AreEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & Expected, const [FString](API\Runtime\Core\Containers\FString) & Actual, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


code: template<typename TExpected, typename TActual> bool AreNotEqual ( const TExpected & Expected, const TActual & Actual )


code: template<typename TExpected, typename TActual> bool AreNotEqual ( const TExpected & Expected, const TActual & Actual, const char * FailureMessage )


code: template<typename TExpected, typename TActual> bool AreNotEqual ( const TExpected & Expected, const TActual & Actual, const TCHAR * FailureMessage )


code: template<typename TExpected, typename TActual> bool AreNotEqual ( const TExpected & Expected, const TActual & Actual, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


code: bool AreNotEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & Expected, const [FString](API\Runtime\Core\Containers\FString) & Actual )


code: bool AreNotEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & Expected, const [FString](API\Runtime\Core\Containers\FString) & Actual, const char * FailureMessage )


code: bool AreNotEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & Expected, const [FString](API\Runtime\Core\Containers\FString) & Actual, const TCHAR * FailureMessage )


code: bool AreNotEqualIgnoreCase ( const [FString](API\Runtime\Core\Containers\FString) & Expected, const [FString](API\Runtime\Core\Containers\FString) & Actual, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


code: void ExpectError ( [FString](API\Runtime\Core\Containers\FString) Error, int32 Count )


code: void ExpectErrorRegex ( [FString](API\Runtime\Core\Containers\FString) Error, int32 Count )


code: void Fail ( [FString](API\Runtime\Core\Containers\FString) error )


code: bool IsFalse ( bool Condition, const char * FailureMessage )


code: bool IsFalse ( bool Condition, const TCHAR * FailureMessage )


code: bool IsFalse ( bool Condition, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


code: template<typename TExpected, typename TActual, typename TEpsilon> bool IsNear ( TExpected Expected, TActual Actual, TEpsilon Epsilon )


code: template<typename TExpected, typename TActual, typename TEpsilon> bool IsNear ( TExpected Expected, TActual Actual, TEpsilon Epsilon, const char * FailureMessage )


code: template<typename TExpected, typename TActual, typename TEpsilon> bool IsNear ( TExpected Expected, TActual Actual, TEpsilon Epsilon, const TCHAR * FailureMessage )


code: template<typename TExpected, typename TActual, typename TEpsilon> bool IsNear ( TExpected Expected, TActual Actual, TEpsilon Epsilon, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


code: template<typename T> bool IsNotNull ( const T & Ptr )


code: template<typename T> bool IsNotNull ( const T & Ptr, const char * FailureMessage )


code: template<typename T> bool IsNotNull ( const T & Ptr, const TCHAR * FailureMessage )


code: template<typename T> bool IsNotNull ( const T & Ptr, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


code: template<typename T> bool IsNull ( const T & Ptr )


code: template<typename T> bool IsNull ( const T & Ptr, const char * FailureMessage )


code: template<typename T> bool IsNull ( const T & Ptr, const TCHAR * FailureMessage )


code: template<typename T> bool IsNull ( const T & Ptr, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


code: bool IsTrue ( bool Condition, const char * FailureMessage )


code: bool IsTrue ( bool Condition, const TCHAR * FailureMessage )


code: FNoDiscardAsserter ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & TestRunner )


code: bool IsTrue ( bool Condition, const [FString](API\Runtime\Core\Containers\FString) & FailureMessage )


className: FNoDiscardAsserter

code: struct FNoDiscardAsserter

TestRunner

type: FAutomationTest...


className: PrintStream

code: typedef FStringBuilderBase PrintStream


className: ECQTestFailureBehavior

code: enum ECQTestFailureBehavior { Skip, Run, }


description: Updates the current command and will only return TRUE when it has fulfilled its role (Load map has completed and wait time has expired)

code: virtual bool Update()


code: FExecute ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & InTestRunner, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Func, const TCHAR * InDescription, [ECQTestFailureBehavior](API\Plugins\CQTest\Commands\ECQTestFailureBehavior) InFailureBehavior )


code: void Append ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand) > ToAdd )


className: FExecute

code: class FExecute : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)

Description

type: const TCHAR ...

FailureBehavior

type: ECQTestFailureB...

Func

type: TFunction< void...


code: void AppendAll ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand) >> ToAdd )


code: void Prepend ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand) > ToAdd )


code: FRunSequence ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand) >> & ToAdd )


code: template<class... Cmds> FRunSequence ( Cmds... Commands )


className: FRunSequence

code: class FRunSequence : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)

Commands

type: TArray<TShared...


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & CleanUpWith ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Action )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & CleanUpWith ( const TCHAR * Description, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Action )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & Do ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Action )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & Do ( const TCHAR * Description, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Action )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & OnTearDown ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Action )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & OnTearDown ( const TCHAR * Description, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Action )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & StartWhen ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> Query, [FTimespan](API\Runtime\Core\Misc\FTimespan) Timeout )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & StartWhen ( const TCHAR * Description, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> Query, [FTimespan](API\Runtime\Core\Misc\FTimespan) Timeout )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & Then ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Action )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & Then ( const TCHAR * Description, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Action )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & Until ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> Query, [FTimespan](API\Runtime\Core\Misc\FTimespan) Timeout )


code: [FTestCommandBuilder](API\Plugins\CQTest\Commands\FTestCommandBuilder) & Until ( const TCHAR * Description, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> Query, [FTimespan](API\Runtime\Core\Misc\FTimespan) Timeout )


code: FTestCommandBuilder ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & InTestRunner )


className: FTestCommandBuilder

code: class FTestCommandBuilder


code: virtual bool Update()


code: FWaitUntil ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & InTestRunner, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> Query, [FTimespan](API\Runtime\Core\Misc\FTimespan) Timeout, const TCHAR * InDescription )


className: FWaitUntil

code: class FWaitUntil : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)

bHasTimerStarted

type: bool

Query

type: TFunction< bool...

StartTime

type: FDateTime

Timeout

type: FTimespan


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * CreateWorld()


className: FActorTestSpawner

description: Class for spawning actors in an ActorTest context (no PIE loaded)

code: struct FActorTestSpawner : public [FSpawnHelper](API\Plugins\CQTest\Components\FSpawnHelper)


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * FindDataBlueprint ( const [FString](API\Runtime\Core\Containers\FString) & Directory, const [FString](API\Runtime\Core\Containers\FString) & Name )


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlueprintClass ( const [FString](API\Runtime\Core\Containers\FString) & Directory, const [FString](API\Runtime\Core\Containers\FString) & Name )


className: FCQTestBlueprintHelper

description: Utilities for working with Blueprint in C++ Tests.

code: struct FCQTestBlueprintHelper


code: void AddWaitUntilLoadedCommand ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) * TestRunner )


code: FMapTestSpawner ( const [FString](API\Runtime\Core\Containers\FString) & MapDirectory, const [FString](API\Runtime\Core\Containers\FString) & MapName )


className: FMapTestSpawner

description: Class for spawning Actors in a named Map/Level.

code: struct FMapTestSpawner : public [FSpawnHelper](API\Plugins\CQTest\Components\FSpawnHelper)


code: FPIENetworkTestStateRestorer ( const [FSoftClassPath](API\Runtime\CoreUObject\UObject\FSoftClassPath) InGameInstanceClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) > InGameMode )


className: FPIENetworkTestStateRestorer

description: Object which saves the state of the game before starting the test, Then restores it after the test is complete.

code: class FPIENetworkTestStateRestorer


code: template<typename ActorType> ActorType & SpawnActor ( const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: template<typename ActorType> ActorType & SpawnActorAt ( FVector const & Location, FRotator const & Rotation, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: template<typename ObjectType> ObjectType & SpawnObject()


className: FSpawnHelper

code: struct FSpawnHelper

GameWorld

type: UWorld*

SpawnedActors

type: TArray<TWeakOb...


className: DefaultFlags

code: static constexpr uint32 DefaultFlags = EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter;


className: ECQTestSuppressLogBehavior

code: enum ECQTestSuppressLogBehavior { Default, True, False, }


className: FLogCategoryLogObjectBuilder

code: struct FLogCategoryLogObjectBuilder : public [FLogCategory< ELogVerbosity::Log, ELogVerbosity::Log >](API\Runtime\Core\Logging\FLogCategory)


className: GenerateTestDirectory

code: static const [FString](API\Runtime\Core\Containers\FString) GenerateTestDirectory = TEXT("");


description: The framework expects you to pass a 'new' command, which it will own and destroy.

code: void AddCommand ( [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand) * Cmd )


code: void AddCommand ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand) > Cmd )


code: [TBaseTest](API\Plugins\CQTest\TBaseTest) & operator= ( const [TBaseTest](API\Plugins\CQTest\TBaseTest)< AsserterType > & rhs )


code: void RunTest ( const [FString](API\Runtime\Core\Containers\FString) & MethodName )


code: TBaseTest ( const [TBaseTest](API\Plugins\CQTest\TBaseTest)< AsserterType > & other )


code: TBaseTest ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & TestRunner, bool bInitializing )


className: TBaseTest

code: template<typename AsserterType> struct TBaseTest

Assert

type: AsserterType

TestCommandBuilder

type: FTestCommandBui...


code: template<typename TChildActorType, typename T> [TObjectBuilder](API\Plugins\CQTest\TObjectBuilder)< TUObject > & AddChildActorComponentTo()


code: template<typename TComponent, typename T> [TObjectBuilder](API\Plugins\CQTest\TObjectBuilder)< TUObject > & AddComponentTo ( TComponent * InComponentToAdd )


code: template<typename T> [TObjectBuilder](API\Plugins\CQTest\TObjectBuilder)< TUObject > & SetParam ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName, T InValue )


code: template<typename T> T & Spawn ( FTransform InTransform )


code: TObjectBuilder ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


code: TObjectBuilder ( [FSpawnHelper](API\Plugins\CQTest\Components\FSpawnHelper) & Spawner, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Clazz )


className: TObjectBuilder

code: template<typename TUObject> class TObjectBuilder


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [TBaseTest](API\Plugins\CQTest\TBaseTest)< AsserterType > > CreateTestClass ( [TTestRunner](API\Plugins\CQTest\TTestRunner)< AsserterType > & TestRunnerInstance )


className: DerivedType

code: typedef Derived DerivedType


code: FFunctionRegistrar &40; FString Name, TestMethod Func, int32 LineNumber &41;


className: FFunctionRegistrar

code: struct FFunctionRegistrar


className: Methods

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TestMethod](API\Plugins\CQTest\TTest\TestMethod) > Methods {};


code: virtual void RunTest ( const [FString](API\Runtime\Core\Containers\FString) & TestName )


className: TestMethod

code: typedef void(Derived::*)( TestMethod


className: TestRunner

code: static [TTestRunner](API\Plugins\CQTest\TTestRunner)< AsserterType > * TestRunner { nullptr };


className: TTest

code: template<typename Derived, typename AsserterType> struct TTest : public [TBaseTest< AsserterType >](API\Plugins\CQTest\TBaseTest)


className: TTestInstanceGenerator

code: typedef [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [TBaseTest](API\Plugins\CQTest\TBaseTest)< AsserterType >>(*)([TTestRunner](API\Plugins\CQTest\TTestRunner)< AsserterType > &) TTestInstanceGenerator


description: Returns the beautified test name

code: virtual [FString](API\Runtime\Core\Containers\FString) GetBeautifiedTestName() const


description:
Pure virtual method; returns the number of participants for this test
Number of required participants

code: virtual uint32 GetRequiredDeviceNum() const


description:
Pure virtual method; returns the flags associated with the given automation test
Automation test flags associated with the test

code: virtual uint32 GetTestFlags() const


description: Asks the test to enumerate variants that will all go through the "RunTest" function with different parameters (for load all maps, this should enumerate all maps to load)\

code: virtual void GetTests ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutBeautifiedNames, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutTestCommands ) const


description: Gets the line number where this test was defined.

code: virtual int32 GetTestSourceFileLine() const


code: virtual int32 GetTestSourceFileLine ( const [FString](API\Runtime\Core\Containers\FString) & InTestName ) const


description: Gets the filename where this test was defined.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetTestSourceFileName() const


description:
Virtual call to execute the automation test.
TRUE if the test was run successfully; FALSE otherwise

code: virtual bool RunTest ( const [FString](API\Runtime\Core\Containers\FString) & Parameters )


code: virtual void SetSuppressLogErrors ( [ECQTestSuppressLogBehavior](API\Plugins\CQTest\ECQTestSuppressLogBehavior) Behavior )


code: virtual void SetSuppressLogWarnings ( [ECQTestSuppressLogBehavior](API\Plugins\CQTest\ECQTestSuppressLogBehavior) Behavior )


description:
If returns true then logging with a level of Error will not be recorded in test results
false to make errors errors

code: virtual bool SuppressLogErrors()


description:
If returns true then logging with a level of Warning will not be recorded in test results
true to make warnings errors

code: virtual bool SuppressLogWarnings()


code: TTestRunner ( [FString](API\Runtime\Core\Containers\FString) Name, int32 LineNumber, const char * FileName, [FString](API\Runtime\Core\Containers\FString) TestDir, uint32 TestFlags, [TTestInstanceGenerator](API\Plugins\CQTest\TTestInstanceGenerator)< AsserterType > Factory )


className: TTestRunner

code: template<typename AsserterType> struct TTestRunner : public [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase)

CurrentTestPtr

type: TUniquePtr<TBa...

FileName

type: FString

SuppressLogErrorsBehavior

type: ECQTestSuppress...

TestInstanceFactory

type: TTestInstanceGe...

TestLineNumbers

type: TMap<FString, ...

TestNames

type: TArray<FString...


code: void InitializeForTest ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


code: UTestGameInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UTestGameInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, Transient, BlueprintType, Blueprintable) class UTestGameInstance : public [UGameInstance](API\Runtime\Engine\Engine\UGameInstance)


className: FCryptoEncryptionKey

description: UStructrepresenting a named encryption key

module: CryptoKeys

Guid

type: FGuid


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


code: UCryptoKeysCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCryptoKeysCommandlet

description: Commandlet used to configure project encryption settings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCryptoKeysCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: bool IsEncryptionEnabled() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: UCryptoKeysSettings

description: Implements the settings for imported Paper2D assets, such as sprite sheet textures.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Crypto, defaultconfig) class UCryptoKeysSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnablePakSigning

description: Enable signing of pak files, to prevent tampering of the data.

bEncryptAllAssetFiles

description: Encrypt all files in the pak file. Secure, but will cause some slowdown to runtime IO performance, and high entropy to packaged data which will be bad for patching.

bEncryptPakIndex

description: Encrypt the pak index, making it impossible to use unrealpak to manipulate the pak file without the encryption key.

bEncryptPakIniFiles

description: Encrypts all ini files in the pak. Gives security to the most common sources of mineable information, with minimal runtime IO cost.

bEncryptUAssetFiles

description: Encrypts the uasset file in cooked data. Less runtime IO cost, and protection to package header information, including most string data, but still leaves the bulk of the data unencrypted.

EncryptionKey

description: The default encryption key used to protect pak files.

SecondaryEncryptionKeys

type: TArray<FCrypto...

description: Secondary encryption keys that can be selected for use on different assets. Games are required to make these keys available to the pak platform file at runtime in order to access the data they protect.

SigningModulus

description: The RSA key modulus used for signing a pak file.

SigningPrivateExponent

description: The RSA key private exponent used for signing a pak file.

SigningPublicExponent

description: The RSA key public exponent used for signing a pak file.


className: ERemapCurvesExpressionSource

module: CurveExpression

code: enum ERemapCurvesExpressionSource { ExpressionList, DataAsset, ExpressionMap, }


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.

code: virtual void Evaluate_AnyThread ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


description: Returns true if we're able to verify expressions at all. I.e. if the expression engine has not been initialized.

code: bool CanVerifyExpressions() const


description: Called to cache any bones that this node needs to track (e.g. in aFBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.

code: virtual void CacheBones_AnyThread ( const [FAnimationCacheBonesContext](API\Runtime\Engine\Animation\FAnimationCacheBonesContext) & Context )


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [CurveExpression::Evaluator::FExpressionObject](API\Plugins\CurveExpression\FExpressionObject) > & GetCompiledAssignments() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetCompiledExpressionConstants() const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), FStringView > GetRawExpressions() const


description: Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.

code: virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )


description: Parse and cache expressions defined in ExpressionList or CurveExpressions, depending on on use.

code: void ParseAndCacheExpressions()


description: Called to update the state of the graph relative to this node. Generally this should configure any weights (etc.) that could affect the poses that will need to be evaluated. This function is what usually executes EvaluateGraphExposedInputs. This can be called on any thread.

code: virtual void Update_AnyThread ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context )


description: Specialized serializer to serialize expression data.

code: void SerializeNode ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, void * InNodeThisPtr, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InNodeStruct )


description: Call to verify the expressions. Write out any warnings to the InReportingFunc function.

code: void VerifyExpressions ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InTargetComponent, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSourceComponent, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FString](API\Runtime\Core\Containers\FString))> InReportingFunc ) const


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly) struct FAnimNode_RemapCurvesBase : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)

bExpressionsImmutable

description: The expression map given is immutable and will not change during runtime. Improves performance.

CurveExpressions

type: TMap<FName,FS...

CurveExpressionsDataAsset

type: TObjectPtr<UCu...

ExpressionList

type: FCurveExpressio...

ExpressionSource

type: ERemapCurvesExp...

SourcePose

type: FPoseLink


description: Called to gather on-screen debug data. This is called on the game thread.

code: virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )


description: Override this to perform game-thread work prior to non-game thread Update() being called

code: virtual void PreUpdate ( const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


bUseAttachedParent

type: bool

description: If SourceMeshComponent is not valid, and if this is true, it will look for attached parent as a source

SourceMeshComponent

type: TWeakObjectPtr<...

description: This is used by default if it's valid


className: FCurveExpressionAssignment

code: struct FCurveExpressionAssignment

Expression

type: FStringView

TargetName

type: FName


code: [TArray](API\Runtime\Core\Containers\TArray)< [FCurveExpressionAssignment](API\Plugins\CurveExpression\FCurveExpressionAssignment) > GetAssignments() const


description: Return compiled expression results


description: Override this to indicate thatPreUpdate()should be called on the game thread (usually to gather non-thread safe data) before Update() is called. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime. This is called on the game thread.

code: virtual bool HasPreUpdate() const


className: FCurveExpressionList


className: FCurveExpressionParsedAssignment

code: struct FCurveExpressionParsedAssignment

Result

type: TVariant<Curve...


className: EOperatorToken

code: enum EOperatorToken { Negate, Add, Subtract, Multiply, Divide, Modulo, Power, FloorDivide, ParenOpen, ParenClose, Comma, Max, }


description: Evaluate an expression directly and returns the result. If the expression is incorrectly formed, then the optional return value holds nothing.

code: [TOptional](API\Runtime\Core\IO\TOptional)< float > Evaluate ( FStringView InExpression, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TOptional](API\Runtime\Core\IO\TOptional)< float >([FName](API\Runtime\Core\UObject\FName) InConstantName)> InConstantEvaluator ) const


description: Executes the given expression object.

code: float Execute ( const [FExpressionObject](API\Plugins\CurveExpression\FExpressionObject) & InExpressionObject, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TOptional](API\Runtime\Core\IO\TOptional)< float >([FName](API\Runtime\Core\UObject\FName) InConstantName)> InConstantEvaluator ) const


className: FToken

code: typedef [TVariant](API\Runtime\Core\Misc\TVariant)< EOperatorToken, [FName](API\Runtime\Core\UObject\FName), float > FToken


className: FunctionNameIndex

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), int32 > FunctionNameIndex;


className: Functions

code: static [TArray](API\Runtime\Core\Containers\TArray)< FFunctionInfo > Functions;


className: FunctionType

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< float([TArrayView](API\Runtime\Core\Containers\TArrayView)< const float >)> FunctionType


description: Parse an expression and either receive an error or a expression execution object that matches this evaluator.

code: [TVariant](API\Runtime\Core\Misc\TVariant)< [FExpressionObject](API\Plugins\CurveExpression\FExpressionObject), [FParseError](API\Plugins\CurveExpression\FParseError) > Parse ( FStringView InExpression, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TOptional](API\Runtime\Core\IO\TOptional)< float >([FName](API\Runtime\Core\UObject\FName) InConstantName)> InConstantEvaluator ) const


description: Verify an expression. Does not check for variable validity, only that the expression can be evaluated

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FParseError](API\Plugins\CurveExpression\FParseError) > Verify ( FStringView InExpression, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TOptional](API\Runtime\Core\IO\TOptional)< float >([FName](API\Runtime\Core\UObject\FName) InConstantName)> InConstantEvaluator ) const


className: FEngine

description: Constants that begin with a number, include spaces or any of the above operands/parentheses are allowed, but must be then enclosed in single quotes when referenced. E.g: 'foo(1)' * 2.0 rather than: foo (1) * 2.0

code: class FEngine


description: Returns all named constants used by this expression

code: [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetUsedConstants() const


code: void Load ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: OpElement

code: typedef [TVariant](API\Runtime\Core\Misc\TVariant)< EOperator, [FName](API\Runtime\Core\UObject\FName), FFunctionRef, float > OpElement


className: EOperator

code: enum EOperator { Negate, Add, Subtract, Multiply, Divide, Modulo, Power, FloorDivide, }


code: void Save ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


className: FExpressionObject

code: struct FExpressionObject


code: FParseError ( [FString](API\Runtime\Core\Containers\FString) && InMessage, [FParseLocation](API\Plugins\CurveExpression\FParseLocation) InLocation )


description: Merge two parse locations and return a new one

code: [FParseLocation](API\Plugins\CurveExpression\FParseLocation) Join ( const [FParseLocation](API\Plugins\CurveExpression\FParseLocation) & InLocation ) const


className: FParseError

code: struct FParseError

Location

type: constFParseLoc...

description: The parse location where the error took place.

Message

type: constFString

description: The human-readable parsing error


code: FParseLocation ( int32 InStart, int32 InEndLocation )


code: FParseLocation ( FStringView InParseRange, const TCHAR * InParseStart )


className: FParseLocation

code: struct FParseLocation

End

type: const int32


className: operator<<

code: static [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [CurveExpression::Evaluator::FExpressionObject](API\Plugins\CurveExpression\FExpressionObject) & InObject )


code: template<> struct TStructOpsTypeTraits< FAnimNode_RemapCurves > : public [TStructOpsTypeTraitsBase2< FAnimNode_RemapCurves >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FAnimNode_RemapCurvesFromMesh > : public [TStructOpsTypeTraitsBase2< FAnimNode_RemapCurvesFromMesh >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Returns the list of named constants used by ExpressionList

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetCompiledExpressionConstants() const


description: Returns the list of compiled expressions generated from ExpressionList

code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [CurveExpression::Evaluator::FExpressionObject](API\Plugins\CurveExpression\FExpressionObject) > & GetCompiledExpressionMap() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: UCurveExpressionsDataAsset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UCurveExpressionsDataAsset : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)


description: Returns true if the expressions can be verified against an actively debugged anim graph instance

module: CurveExpressionEditor

code: bool CanVerifyExpressions() const


description: Trigger expression verification against an actively debugged anim graph instance

code: void VerifyExpressions()


className: IRemapCurvesDebuggingProvider

description: Helper interface to allow the details customization to work on both Remap Curves and Remap Curves from Mesh.

code: class IRemapCurvesDebuggingProvider


code: virtual bool CanVerifyExpressions() const


description: Customize pin data based on the input

code: virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

code: virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: UObjectoverride.


description: If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations.

code: virtual bool UsingCopyPoseFromMesh() const


code: virtual void VerifyExpressions()


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > GetExpressionMap() const


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


className: OutputPinName

code: static const [FName](API\Runtime\Core\UObject\FName) OutputPinName;


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateNodeDuringCompilation ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_MakeCurveExpressionMap : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


className: URemapCurvesDebuggingProvider

code: class URemapCurvesDebuggingProvider : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


module: CustomizableObject

code: void AttachNewComponent()


code: [UCustomizableSkeletalComponent](API\Plugins\CustomizableObject\MuCO\UCustomizableSkeletalComponent) * GetCustomizableSkeletalComponent ( int32 Index ) const


code: int32 GetNumComponents()


code: ACustomizableSkeletalMeshActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )