description:
Sets a control's settings given a control key
Returns true if the settings have been set correctly

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=URigHierarchyController) bool SetControlSettings ( [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) InKey, [FRigControlSettings](API\Plugins\ControlRig\Rigs\FRigControlSettings) InSettings, bool bSetupUndo ) const


description:
Sets a new parent to an element. For elements that allow more than one parent the parent list will be replaced.
Returns true if successful.

module: ControlRig

code: bool SetParent &40; FRigBaseElement &42; InChild, FRigBaseElement &42; InParent, bool bMaintainGlobalTransform &41;


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=URigHierarchyController) bool SetParent ( [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) InChild, [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) InParent, bool bMaintainGlobalTransform, bool bSetupUndo, bool bPrintPythonCommand )


description:
Sets the selection based on a list of keys
Returns true if the selection was applied

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=URigHierarchyController) bool SetSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) > & InKeys, bool bPrintPythonCommand )


className: URigHierarchyController

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class URigHierarchyController : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bReportWarningsAndErrors

type: bool


code: virtual ~URigHierarchyController()


className: EMovieSceneControlRigSpaceType

code: enum EMovieSceneControlRigSpaceType { Parent = 0, World, ControlRig, }


description:
Sets the display name on a control
Returns the new display name used for the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=URigHierarchyController) [FName](API\Runtime\Core\UObject\FName) SetDisplayName ( [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) InControl, [FName](API\Runtime\Core\UObject\FName) InDisplayName, bool bRenameElement, bool bSetupUndo, bool bPrintPythonCommand )


description: Sets the hierarchy currently linked to this controller.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=URigHierarchyController) void SetHierarchy ( [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * InHierarchy )


className: EvaluateChannel

code: bool EvaluateChannel ( const [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * InChannel, [FFrameTime](API\Runtime\Core\Misc\FFrameTime) InTime, [FMovieSceneControlRigSpaceBaseKey](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceBaseKe-) & OutValue )


code: FChannelMapInfo ( int32 InControlIndex, int32 InTotalChannelIndex, int32 InChannelIndex, int32 InParentControlIndex, [FName](API\Runtime\Core\UObject\FName) InChannelTypeName, int32 InMaskIndex, int32 InCategoryIndex )


className: FChannelMapInfo

ChannelTypeName

type: FName

ConstraintsIndex

type: TArray< uint32 ...


code: static void BindToSequencerInstance ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig )


code: static void UnBindFromSequencerInstance ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig )


className: FControlRigBindingHelper

code: struct FControlRigBindingHelper


description: Destroy a specific previously spawned object

code: virtual void DestroySpawnedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object )


description:
Returns the type of object we can spawn
the class of the object we support for spawning

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedTemplateType() const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMovieSceneObjectSpawner](API\Runtime\MovieScene\IMovieSceneObjectSpawner) > CreateObjectSpawner()


description:
Spawn an object for the specified GUID, from the specified sequence instance.
the spawned object, or nullptr on failure

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * SpawnObject ( [FMovieSceneSpawnable](API\Runtime\MovieScene\FMovieSceneSpawnable) & Spawnable, FMovieSceneSequenceIDRef TemplateID, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


className: FControlRigObjectSpawner

code: class FControlRigObjectSpawner : public [IMovieSceneObjectSpawner](API\Runtime\MovieScene\IMovieSceneObjectSpawner)

ObjectHolderPtr

type: TWeakObjectPtr<...


description: Generates a new reference to an object within a given context.

code: static [FControlRigSequenceObjectReference](API\Plugins\ControlRig\Sequencer\FControlRigSequenceObjectReferen-) Create ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig )


description: Check whether this object reference is valid or not

code: bool IsValid() const


description: Default construction to a null reference

code: FControlRigSequenceObjectReference()


className: FControlRigSequenceObjectReference

description: An external reference to an level sequence object, resolvable through an arbitrary context.


description: Create a binding for the specified ID

code: void CreateBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [FControlRigSequenceObjectReference](API\Plugins\ControlRig\Sequencer\FControlRigSequenceObjectReferen-) & ObjectReference )


description:
Check whether this map has a binding for the specified object id
true if this map contains a binding for the id, false otherwise

code: bool HasBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId ) const


description: Remove a binding for the specified ID

code: void RemoveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )


className: FControlRigSequenceObjectReferenceMap


className: FControlRigSequenceObjectReferences

Array

type: TArray<FContro...


code: static [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) * GetControlRigSection ( [ISequencer](API\Editor\Sequencer\ISequencer) * InSequencer, const [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig )


code: static TPair< const [FChannelMapInfo](API\Plugins\ControlRig\Sequencer\FChannelMapInfo) *, int32 > GetInfoAndNumFloatChannels ( const [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [FName](API\Runtime\Core\UObject\FName) & InControlName, const [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) * InSection )


className: FControlRigSequencerHelpers

code: struct FControlRigSequencerHelpers


className: FControlRotationOrder

bOverrideSetting

description: Override the default control setting

RotationOrder

type: EEulerRotationO...

description: Rotation Order


code: FEnumParameterNameAndCurve ( [FName](API\Runtime\Core\UObject\FName) InParameterName )


code: static [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FMovieSceneFloatChannel](API\Runtime\MovieScene\Channels\FMovieSceneFloatChannel) * > GetFloatChannels ( const [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [FName](API\Runtime\Core\UObject\FName) & InControlName, const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection )


className: FEnumParameterNameAndCurve

ParameterCurve

type: FMovieSceneByte...


className: FEnumParameterNameAndValue

code: struct FEnumParameterNameAndValue


code: FEnumParameterNameAndValue ( [FName](API\Runtime\Core\UObject\FName) InParameterName, uint8 InValue )


className: FFloatInterrogationData

description: Data that's queried during an interrogation

code: struct FFloatInterrogationData

Val

type: float


className: FEulerTransformInterrogationData

code: struct FEulerTransformInterrogationData

type: FEulerTransform


code: FIntegerParameterNameAndCurve()


code: FIntegerParameterNameAndCurve ( [FName](API\Runtime\Core\UObject\FName) InParameterName )


className: FIntegerParameterNameAndCurve

ParameterCurve

type: FMovieSceneInte...


code: FIntegerParameterNameAndValue ( [FName](API\Runtime\Core\UObject\FName) InParameterName, int32 InValue )


className: FIntegerParameterNameAndValue

code: struct FIntegerParameterNameAndValue


code: typedef TMulticastDelegate_TwoParams< void, [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) *, const [TArray](API\Runtime\Core\Containers\TArray)< [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) > & > FMovieSceneControlRigSpaceChannelSpaceNoLongerUsedEvent


className: FMovieSceneControlRigInstanceData

bAdditive

description: Blend this track in additively (using the reference pose as a base)

bApplyBoneFilter

description: Only apply bones that are in the filter

BoneFilter

type: FInputBlendPose

description: Per-bone filter to apply to our animation

Operand

type: FMovieSceneEval...

description: The operand the control rig instance should operate on

Weight

type: FMovieSceneFloa...

description: The weight curve for this animation controller section


code: FMovieSceneControlRigParameterTemplate ( const [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) & Section, const [UMovieSceneControlRigParameterTrack](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterTr-) & Track )


className: FMovieSceneControlRigParameterTemplate

Constraints

type: TArray<FConstr...

Enums

type: TArray<FEnumPa...

description: The bool parameter names and their associated curves.

Integers

type: TArray<FIntege...

description: The enum parameter names and their associated curves.

Spaces

type: TArray<FSpaceC...

description: Controls and their space keys


description: Delete the keys for the specified key handles

code: virtual void DeleteKeys ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles )


className: FMovieSceneControlRigSpaceBaseKey

ControlRigElement

type: FRigElementKey

SpaceType

type: EMovieSceneCont...


description: Called when the frame resolution of this channel is to be changed.

code: virtual void ChangeFrameResolution ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) SourceRate, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) DestinationRate )


description:
Compute the effective range of this channel, for example, the extents of its key times
A range that represents the greatest range of times occupied by this channel, in the sequence's frame resolution

code: virtual [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > ComputeEffectiveRange() const


description: Duplicate the keys for the specified key handles

code: virtual void DuplicateKeys ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > OutNewHandles )


description: Delete keys before or after a specified time

code: virtual void DeleteKeysFrom ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, bool bDeleteKeysBefore )


description:
Evaluate this channel
true if the channel was evaluated successfully, false otherwise

code: bool Evaluate ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) InTime, [FMovieSceneControlRigSpaceBaseKey](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceBaseKe-) & OutValue ) const


description:
Access a constant interface for this channel's data
An object that is able to interrogate this channel's data


description:
Access a mutable interface for this channel's data
An object that is able to manipulate this channel's data


description: Get key information pertaining to all keys that exist within the specified range

code: virtual void GetKeys ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & WithinRange, [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > * OutKeyTimes, [TArray](API\Runtime\Core\Containers\TArray)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > * OutKeyHandles )


description: Get all key times for the specified key handles

code: virtual void GetKeyTimes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > OutKeyTimes )


code: void GetUniqueSpaceList ( [TArray](API\Runtime\Core\Containers\TArray)< [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) > * OutList )


description:
Get the total number of keys on this channel
The number of keys on this channel

code: virtual int32 GetNumKeys() const


description: Offset the keys within this channel by a given delta position

code: virtual void Offset ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) DeltaPosition )


description: Reset this channel back to its original state

code: virtual void Reset()


description: Set key times for the specified key handles

code: virtual void SetKeyTimes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > InKeyTimes )


code: FMovieSceneControlRigSpaceChannel()


className: FMovieSceneControlRigSpaceChannel

description: A curve of spaces

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMovieSceneControlRigSpaceChannel : public [FMovieSceneChannel](API\Runtime\MovieScene\Channels\FMovieSceneChannel)


code: FSpaceControlNameAndChannel ( [FName](API\Runtime\Core\UObject\FName) InControlName )


className: FSpaceControlNameAndChannel

ControlName

type: FName

SpaceCurve

type: FMovieSceneCont...


className: FSpaceRange

code: struct FSpaceRange

Range

type: TRange<FFrameN...


className: FVectorInterrogationData

code: struct FVectorInterrogationData

Val

type: FVector


code: struct FVector2DInterrogationData


code: namespace MovieSceneClipboard { template<> [FName](API\Runtime\Core\UObject\FName) MovieSceneClipboard::GetKeyTypeName< FMovieSceneControlRigSpaceBaseKey >() }


className: SupportsDefaults

code: enum &123; SupportsDefaults = false &125;


code: template<> struct TMovieSceneChannelTraits< FMovieSceneControlRigSpaceChannel > : public [TMovieSceneChannelTraitsBase< FMovieSceneControlRigSpaceChannel >](API\Runtime\MovieScene\Channels\TMovieSceneChannelTraitsBase)


description: Sequencer AnimInstance Interface

code: void AddAnimation ( int32 SequenceId, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence )


description: ControlRig related support

code: void AddControlRigTrack ( int32 ControlRigID, [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig )


description: Construct all nodes in this instance

code: virtual void ConstructNodes()


description: Override point for derived classes to create their own proxy objects (allows custom allocation)

code: virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy()


code: virtual bool DoesSupportDifferentSourceAnimInstance() const


description: Return the first available control rig

code: [UControlRig](API\Plugins\ControlRig\UControlRig) * GetFirstAvailableControlRig() const


code: bool HasControlRigTrack ( int32 ControlRigID )


description: Source Animation Getter for the support of the Sequencer Animation Track interface

code: virtual [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetSourceAnimInstance()


code: void RemoveControlRigTrack ( int32 ControlRigID )


code: void RemoveAnimation ( int32 SequenceId )


description: Reset all nodes in this instance

code: virtual void ResetNodes()


description: Reset the pose in this instance

code: virtual void ResetPose()


className: SequencerPoseName

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


description: Anim Instance Source info - created externally and used here

code: virtual void SetSourceAnimInstance ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * SourceAnimInstance )


description: Update an animation sequence player in this instance

code: virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies )


code: virtual void UpdateAnimTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies )


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


code: void UpdateControlRigTrack ( int32 ControlRigID, float Weight, const [FControlRigIOSettings](API\Plugins\ControlRig\FControlRigIOSettings) & InputSettings, bool bExecute )


description: Saved the named pose to restore after

code: virtual void SavePose()


className: UControlRigLayerInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotBlueprintable) class UControlRigLayerInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance), public [ISequencerAnimationSupport](API\Runtime\AnimGraphRuntime\ISequencerAnimationSupport)


className: UControlRigObjectHolder

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UControlRigObjectHolder : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Objects

type: TArray<TObject...


description: Adds specified bool parameter.

code: void AddBoolParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [TOptional](API\Runtime\Core\IO\TOptional)< bool > DefaultValue, bool bReconstructChannel )


description: Adds a a key for a specific color parameter.

code: void AddColorParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [TOptional](API\Runtime\Core\IO\TOptional)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > DefaultValue, bool bReconstructChannel )


description: Adds specified enum parameter.

code: void AddEnumParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * Enum, [TOptional](API\Runtime\Core\IO\TOptional)< uint8 > DefaultValue, bool bReconstructChannel )


code: void AddEnumParameterKey ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, uint8 InValue )


description: Add Constraint channel

code: virtual void AddConstraintChannel ( [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * InConstraint )


code: void AddIntegerParameterKey ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, int32 InValue )


description: Adds specified int parameter.

code: void AddIntegerParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [TOptional](API\Runtime\Core\IO\TOptional)< int32 > DefaultValue, bool bReconstructChannel )


description: Adds specified scalar parameter.

code: void AddScalarParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [TOptional](API\Runtime\Core\IO\TOptional)< float > DefaultValue, bool bReconstructChannel )


description: Add Space Parameter for a specified Control, no Default since that is Parent space

code: void AddSpaceChannel ( [FName](API\Runtime\Core\UObject\FName) InControlName, bool bReconstructChannel )


description: Adds a a key for a specific transform parameter

code: void AddTransformParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [TOptional](API\Runtime\Core\IO\TOptional)< [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) > DefaultValue, bool bReconstructChannel )


description: Adds a a key for a specific vector2D parameter.

code: void AddVector2DParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [TOptional](API\Runtime\Core\IO\TOptional)< FVector2D > DefaultValue, bool bReconstructChannel )


description: Adds a a key for a specific vector parameter.

code: void AddVectorParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [TOptional](API\Runtime\Core\IO\TOptional)< FVector > DefaultValue, bool bReconstructChannel )


code: void AutoSetTangents ( const [FName](API\Runtime\Core\UObject\FName) & ControlName )


description: Whether or not create a space channel for a particular control

code: bool CanCreateSpaceChannel ( [FName](API\Runtime\Core\UObject\FName) InControlName ) const


code: void ChangeControlRotationOrder ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, const [TOptional](API\Runtime\Core\IO\TOptional)< EEulerRotationOrder > & CurrentOrder, const [TOptional](API\Runtime\Core\IO\TOptional)< EEulerRotationOrder > & NewOrder, EMovieSceneKeyInterpolation Interpolation )


description: Clear Everything Out

code: void ClearAllParameters()


description: Evaluates specified bool parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< bool > EvaluateBoolParameter ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Evaluates a a key for a specific color parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > EvaluateColorParameter ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Evaluates specified enum parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< uint8 > EvaluateEnumParameter ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Evaluates specified int parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< int32 > EvaluateIntegerParameter ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Evaluates specified scalar parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< float > EvaluateScalarParameter ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Evaluates a a key for a specific space parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FMovieSceneControlRigSpaceBaseKey](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceBaseKe-) > EvaluateSpaceChannel ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Evaluates a a key for a specific transform parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) > EvaluateTransformParameter ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Evaluates a a key for a specific vector parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< FVector > EvaluateVectorParameter ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Evaluates a a key for a specific vector2D parameter. Will not get set if not found

code: [TOptional](API\Runtime\Core\IO\TOptional)< FVector2D > EvaluateVector2DParameter ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InTime, [FName](API\Runtime\Core\UObject\FName) InParameterName )


code: void FillControlsMask ( bool Val )


code: [FName](API\Runtime\Core\UObject\FName) FindControlNameFromSpaceChannel ( const [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * SpaceChannel ) const


code: const [FName](API\Runtime\Core\UObject\FName) & FindControlNameFromConstraintChannel ( const [FMovieSceneConstraintChannel](API\Runtime\Constraints\FMovieSceneConstraintChannel) * InConstraintChannel ) const


code: void FixRotationWinding ( const [FName](API\Runtime\Core\UObject\FName) & ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) StartFrame, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) EndFrame )


className: FSpaceChannelAddedEvent

description: Bindable events for when we add space or constraint channels.

code: typedef TMulticastDelegate_ThreeParams< void, [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) *, const [FName](API\Runtime\Core\UObject\FName) &, [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * > FSpaceChannelAddedEvent


description: Get The channels

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintAndActiveChannel](API\Runtime\Constraints\FConstraintAndActiveChannel) > & GetConstraintsChannels()


description: This function returns the active category index of the control, based upon what controls are active/masked or not If itself is masked it returns INDEX_NONE

code: int32 GetActiveCategoryIndex ( [FName](API\Runtime\Core\UObject\FName) ControlName ) const


description: Get constraint with that name

code: virtual [FConstraintAndActiveChannel](API\Runtime\Constraints\FConstraintAndActiveChannel) * GetConstraintChannel ( const [FName](API\Runtime\Core\UObject\FName) & InConstraintName )


code: const [TArray](API\Runtime\Core\Containers\TArray)< bool > & GetControlsMask() const


description: Get the control rig for this section

code: [UControlRig](API\Plugins\ControlRig\UControlRig) * GetControlRig() const


description: Not override but needed

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintAndActiveChannel](API\Runtime\Constraints\FConstraintAndActiveChannel) > & GetConstraintsChannels() const


code: bool GetControlsMask ( int32 Index ) const


description: Get Whether to key or not

code: bool GetDoNotKey() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FEnumParameterNameAndCurve](API\Plugins\ControlRig\Sequencer\FEnumParameterNameAndCurve) > & GetEnumParameterNamesAndCurves() const


description: Access the interrogation key for control rig data


description: Get the implicit owner of this section, usually this will be the section's outer possessable or spawnable, but some sections, like Control Rig, this will be the Control Rig object instead.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetImplicitObjectOwner()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FIntegerParameterNameAndCurve](API\Plugins\ControlRig\Sequencer\FIntegerParameterNameAndCurve) > & GetIntegerParameterNamesAndCurves() const


description: Get The Space Channel for the Control

code: [FSpaceControlNameAndChannel](API\Plugins\ControlRig\Sequencer\FSpaceControlNameAndChannel) * GetSpaceChannel ( [FName](API\Runtime\Core\UObject\FName) InParameterName )


description: Get the referenced bindings for this section

code: virtual void GetReferencedBindings ( [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutBindings )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSpaceControlNameAndChannel](API\Plugins\ControlRig\Sequencer\FSpaceControlNameAndChannel) > & GetSpaceChannels()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSpaceControlNameAndChannel](API\Plugins\ControlRig\Sequencer\FSpaceControlNameAndChannel) > & GetSpaceChannels() const


description: Get The Total Weight Value for this Section For Most Sections it's just the Ease Value, but for some Sections also have an extra Weight Curve

code: virtual float GetTotalWeightValue ( [FFrameTime](API\Runtime\Core\Misc\FFrameTime) InTime ) const


description: Access the transform mask that defines which channels this track should animate


description: Whether or not this section has bool

code: bool HasBoolParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Whether or not this section has scalar

code: bool HasColorParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Whether it has that channel

code: virtual bool HasConstraintChannel ( const [FName](API\Runtime\Core\UObject\FName) & InConstraintName ) const


description: Whether or not this section has enum

code: bool HasEnumParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Whether or not this section has int

code: bool HasIntegerParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Whether or not this section has scalar

code: bool HasScalarParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Whether or not this section has space

code: bool HasSpaceChannel ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Whether or not this section has scalar

code: bool HasTransformParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Whether or not this section has scalar

code: bool HasVector2DParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Whether or not this section has scalar

code: bool HasVectorParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName ) const


description: Test Controls really are new.

code: bool IsDifferentThanLastControlsUsedToReconstruct ( const [TArray](API\Runtime\Core\Containers\TArray)< [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * > & NewControls ) const


description: Key the Weights to the specified value

code: void KeyWeightValue ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InFrame, EMovieSceneKeyInterpolation DefaultInterpolation, float InVal )


description: Key Zero Values on all or just selected controls in these section at the specified time

code: void KeyZeroValue ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InFrame, EMovieSceneKeyInterpolation DefaultInterpolation, bool bSelected )


description: Function to load an Anim Sequence into this section. It will automatically resize to the section size. Will return false if fails or is canceled

code: virtual bool LoadAnimSequenceIntoThisSection ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * MovieScene, [UObject](API\Runtime\CoreUObject\UObject\UObject) * BoundObject, bool bKeyReduce, float Tolerance, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InStartFrame )


description: When guid bindings are updated to allow this section to fix-up any internal bindings

code: virtual void OnBindingIDsUpdated ( const [TMap](API\Runtime\Core\Containers\TMap)< [UE::MovieScene::FFixedObjectBindingID](API\Runtime\MovieScene\FFixedObjectBindingID), [UE::MovieScene::FFixedObjectBindingID](API\Runtime\MovieScene\FFixedObjectBindingID) > & OldFixedToNewFixedMap, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) LocalSequenceID, const [FMovieSceneSequenceHierarchy](API\Runtime\MovieScene\Evaluation\FMovieSceneSequenceHierarchy) * Hierarchy, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


description: What to do if the constraint object has been changed, for example by an undo or redo.

code: virtual void OnConstraintsChanged()


code: void OptimizeSection ( const [FName](API\Runtime\Core\UObject\FName) & ControlName, const [FKeyDataOptimizationParams](API\Runtime\MovieScene\Channels\FKeyDataOptimizationParams) & InParams )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: virtual void ReconstructChannelProxy()


description: Function to save control rig key when recording.

code: void RecordControlRigKey ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) FrameNumber, bool bSetDefault, ERichCurveInterpMode InInterpMode )


description: Recreate with this Control Rig

code: void RecreateWithThisControlRig ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bSetDefault )


description: Remove All Keys, but maybe not space keys if bIncludeSpaceKeys is false

code: void RemoveAllKeys ( bool bIncludeSpaceKeys )


description: Remove Constraint channel

code: virtual void RemoveConstraintChannel ( const [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * InConstraint )


code: bool RemoveEnumParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName )


code: bool RemoveIntegerParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName )


code: bool RenameParameterName ( const [FName](API\Runtime\Core\UObject\FName) & OldParameterName, const [FName](API\Runtime\Core\UObject\FName) & NewParameterName )


description: Replace the constraint with the specified name with the new one

code: virtual void ReplaceConstraint ( const [FName](API\Runtime\Core\UObject\FName) InConstraintName, [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * InConstraint )


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 )


description: Set the control rig for this section

code: void SetControlRig ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig )


description: UMovieSceneSectionvirtuals.

code: virtual void SetBlendType ( EMovieSceneBlendType InBlendType )


code: void SetControlsMask ( const [TArray](API\Runtime\Core\Containers\TArray)< bool > & InMask )


code: void SetControlsMask ( int32 Index, bool Val )


description: Whether or not to key currently, maybe evaluating so don't

code: void SetDoNotKey ( bool bIn ) const


description: Set the transform mask that defines which channels this track should animate

code: void SetTransformMask ( [FMovieSceneTransformMask](API\Runtime\MovieSceneTracks\Sections\FMovieSceneTransformMask) NewMask )


className: UMovieSceneControlRigParameterSection

description: Movie scene section that controls animation controller animation

bDoNotKey

type: bool

description: When true we do not set a key on the section, since it will be set because we changed the value We need this because control rig notifications are set on every change even when just changing sequencer time which forces a sequencer eval, not like the editor where changes are only set on UI changes(changing time doesn't send change delegate)

ConstraintsChannels

description: Space Channels

ControlChannelMap

type: TMap<FName,FC...

description: Map from the control name to where it starts as a channel

ControlRigClass

type: TSubclassOf<UC...

description: The class of control rig to instantiate

ControlsMask

type: TArray< bool >

description: Mask for controls themselves

ControlsToSet

type: TSet<FName>

description: Special list of Names that we should only Modify.

EnumParameterNamesAndCurves

description: Enum Curves

IntegerParameterNamesAndCurves

description: Integer Curves

SpaceChannels

description: Space Channels

TransformMask

type: FMovieSceneTran...

description: Mask for Transform Mask

Weight

description: The weight curve for this animation controller section


code: UMovieSceneControlRigParameterSection()


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: If order is not set then it uses the default FRotator conversions

code: void ChangeControlRotationOrder ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, const [TOptional](API\Runtime\Core\IO\TOptional)< EEulerRotationOrder > & NewOrder, EMovieSceneKeyInterpolation Interpolation )


description: Add a section at that start time

code: [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateControlRigSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) StartTime, [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bInOwnsControlRig )


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Create a movie scene eval template for the specified section
A template, or null

code: virtual [FMovieSceneEvalTemplatePtr](API\Runtime\MovieScene\Evaluation\FMovieSceneEvalTemplatePtr) CreateTemplateForSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection ) const


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Find all sections at the current time.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) *, TInlineAllocator< 4 > > FindAllSections ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time )


code: [UControlRig](API\Plugins\ControlRig\UControlRig) * GetControlRig() const


description:
Finds a section at the current time.
The found section.

code: [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * FindSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time )


description:
Finds a section at the current time or extends an existing one
The found section.

code: [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * FindOrExtendSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time, float & OutWeight )


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


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


code: virtual bool GetFbxCurveDataFromChannelMetadata ( const [FMovieSceneChannelMetaData](API\Runtime\MovieScene\Channels\FMovieSceneChannelMetaData) & MetaData, [FControlRigFbxCurveData](API\Runtime\MovieScene\FControlRigFbxCurveData) & OutCurveData )


description: Get The Node And Mappings for this Track. Note Callee is responsible for deleting InSection The section from which to get the nodes and the channels from. If empty, up to implementor to decide which section to use, usually the Section To Key.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FRigControlFBXNodeAndChannels](API\Runtime\MovieScene\FRigControlFBXNodeAndChannels) > * GetNodeAndChannelMappings ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection )


description: Get Selected Nodes

code: virtual void GetSelectedNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutSelectedNodes )


description:
Finds a section we want to key and recieve globally changed values.
The Section that changes.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetSectionToKey() const


description: The name that makes this track unique from other track of the same class.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetTrackName() const


description: Control Rigs are ready only after its package is fully end-loaded

code: void HandleControlRigPackageDone ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * InControlRig )


description: UControlRigDelegates.

code: void HandleOnInitialized_GameThread()


description: UControlRigDelegates.

code: void HandleOnInitialized ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * Subject, const [FName](API\Runtime\Core\UObject\FName) & InEventName )


code: void HandlePackageDone ( const [FEndLoadPackageContext](API\Runtime\CoreUObject\UObject\FEndLoadPackageContext) & Context )


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description:
Finds a section at the current time.
The found section, or the new section.

code: [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * FindOrAddSection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time, bool & bSectionAdded )


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


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: UObject.

code: virtual void PostLoad()


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


code: void RenameParameterName ( const [FName](API\Runtime\Core\UObject\FName) & OldParameterName, const [FName](API\Runtime\Core\UObject\FName) & NewParameterName )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


code: void ReplaceControlRig ( [UControlRig](API\Plugins\ControlRig\UControlRig) * NewControlRig, bool RecreateChannels )


code: void ResetControlsToSettingsRotationOrder ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Names, EMovieSceneKeyInterpolation Interpolation )


code: void SetTrackName ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Set the section we want to key and recieve globally changed values.

code: virtual void SetSectionToKey ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * Section )


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


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


className: UMovieSceneControlRigParameterTrack

description: Handles animation of skeletal mesh actors using animation ControlRigs


className: FControlRigSettingsPerPinBool

Values

type: TMap<FString, ...


code: static [UControlRigEditorSettings](API\Plugins\ControlRig\Settings\UControlRigEditorSettings) * Get()


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


className: UControlRigEditorSettings

description: Customize Control Rig Editor.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorPerProjectUserSettings, Meta=(DisplayName="Control Rig Editor")) class UControlRigEditorSettings : public [URigVMEditorSettings](API\Plugins\RigVM\URigVMEditorSettings)

BackwardsAndForwardsBorderColor

type: FLinearColor

description: The border color of the viewport when entering "Backwards And Forwards" mode

BackwardsSolveBorderColor

description: The border color of the viewport when entering "Backwards Solve" mode

bEnableUndoForPoseInteraction

description: When this is checked any hierarchy interaction within the Control Rig Editor will be stored on the undo stack

bResetControlsOnCompile

description: When this is checked all controls will return to their initial value as the user hits the Compile button.

bResetControlsOnPinValueInteraction

description: When this is checked all controls will return to their initial value as the user interacts with a pin value

bResetControlTransformsOnCompile

description: When checked controls will be reset during a manual compilation (when pressing the Compile button)

bShowStackedHierarchy

description: Option to toggle displaying the stacked hierarchy items.

ConstructionEventBorderColor

description: The border color of the viewport when entering "Construction Event" mode

MaxStackSize

description: The maximum number of stacked items in the view Note that changing this option potentially requires to re-open the editors in question.

RigUnitPinExpansion

description: A map which remembers the expansion setting for each rig unit pin.


code: static [UControlRigSettings](API\Plugins\ControlRig\Settings\UControlRigSettings) * Get()


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


className: UControlRigSettings

description: Default ControlRig settings.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig, Meta=(DisplayName="Control Rig")) class UControlRigSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

DefaultShapeLibrary

type: TSoftObjectPtr<...


code: void BlendWithInitialPoses ( [FControlRigControlPose](API\Plugins\ControlRig\Tools\FControlRigControlPose) & InitialPose, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, bool bDoKey, bool bDoMirror, float BlendValue )


code: bool ContainsName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FRigControlCopy](API\Plugins\ControlRig\Tools\FRigControlCopy) > GetPoses() const


code: void PastePose ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, bool bDoKey, bool bDoMirror )


code: void PastePoseInternal ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, bool bDoKey, bool bDoMirror, const [TArray](API\Runtime\Core\Containers\TArray)< [FRigControlCopy](API\Plugins\ControlRig\Tools\FRigControlCopy) > & ControlsToPaste )


code: void ReplaceControlName ( const [FName](API\Runtime\Core\UObject\FName) & Name, const [FName](API\Runtime\Core\UObject\FName) & NewName )


code: void SavePose ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, bool bUseAll )


code: void SetControlMirrorTransform ( bool bDoLocalSpace, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, const [FName](API\Runtime\Core\UObject\FName) & Name, bool bIsMatched, const FTransform & GlobalTrnnsform, const FTransform & LocalTransform, bool bNotify, const [FRigControlModifiedContext](API\Plugins\ControlRig\Rigs\FRigControlModifiedContext) & Context, bool bSetupUndo )


code: FControlRigControlPose ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bUseAll )


className: FControlRigControlPose

description: The Data Stored For Each Pose and associated Functions to Store and Paste It

CopyOfControls

type: TArray<FRigCon...

CopyOfControlsNameToIndex

type: TMap<FName, in...

description: Cache of the Map, Used to make pasting faster.


description: Get the matched control with the given name

code: [FRigControlCopy](API\Plugins\ControlRig\Tools\FRigControlCopy) * GetControl ( [FControlRigControlPose](API\Plugins\ControlRig\Tools\FControlRigControlPose) & Pose, [FName](API\Runtime\Core\UObject\FName) ControlrigName )


description: Whether or not the Control with this name is matched

code: bool IsMatched ( const [FName](API\Runtime\Core\UObject\FName) & ControlName ) const


description: Return the Mirrored Global(In Control Rig Space) Translation and Mirrored Local Rotation

code: void GetMirrorTransform ( const [FRigControlCopy](API\Plugins\ControlRig\Tools\FRigControlCopy) & ControlCopy, bool bDoLocal, bool bIsMatched, FTransform & OutGlobalTransform, FTransform & OutLocalTransform ) const


description: Set up the Mirror Table

code: void SetUpMirrorTable ( const [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig )


className: FControlRigPoseMirrorTable

code: struct FControlRigPoseMirrorTable


code: template<typename Type> static [UObject](API\Runtime\CoreUObject\UObject\UObject) * SaveAsset ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [FString](API\Runtime\Core\Containers\FString) & CurrentPath, const [FString](API\Runtime\Core\Containers\FString) & InString, bool bUseAllControls )


className: FControlRigToolAsset

description: Create One of the Control Rig Assets, Currently Only support Pose Assets but may add Animation/Selection Sets.

code: class FControlRigToolAsset


code: FRigControlCopy ( [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * InControlElement, [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * InHierarchy )


className: FRigControlCopy

description: Data To Store and Apply the Control Rig Pose The Data Stored For Each Control in A Pose.

ControlType

type: ERigControlType

GlobalTransform

type: FTransform

ParentKey

type: FRigElementKey

Value

type: FRigControlValu...


code: void BlendWithInitialPoses ( [FControlRigControlPose](API\Plugins\ControlRig\Tools\FControlRigControlPose) & InitialPose, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, bool bDoKey, bool bdoMirror, float BlendValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Pose") bool DoesMirrorMatch ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, const [FName](API\Runtime\Core\UObject\FName) & ControlName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Pose") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetControlNames() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FRigControlCopy](API\Plugins\ControlRig\Tools\FRigControlCopy) > GetCurrentPose ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Pose") void GetCurrentPose ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [FControlRigControlPose](API\Plugins\ControlRig\Tools\FControlRigControlPose) & OutPose )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Pose") void PastePose ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bDoKey, bool bDoMirror )


description: UOBJECT.

code: virtual void PostLoad()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Pose") void ReplaceControlName ( const [FName](API\Runtime\Core\UObject\FName) & CurrentName, const [FName](API\Runtime\Core\UObject\FName) & NewName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Pose") void SavePose ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bUseAll )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Pose") void SelectControls ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bDoMirror )


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


className: UControlRigPoseAsset

description: An individual Pose made of Control Rig Controls

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UControlRigPoseAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Pose

type: FControlRigCont...


code: UControlRigPoseMirrorSettings()


className: UControlRigPoseMirrorSettings

description: Per Project Settings for the Mirroring, in particular what axis to use to mirror and the matching strings.

AxisToFlip

type: TEnumAsByte<EA...

description: The axis to flip for rotations

LeftSide

type: FString

description: The String to denote Controls on the Left Side

MirrorAxis

description: The axis to mirror translations against

RightSide

description: The String to denote Controls on the Right Side


description: The pose asset path

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAssetPaths() const


code: UControlRigPoseProjectSettings()


className: UControlRigPoseProjectSettings

description: Per Project user settings for Control Rig Poses(and maybe animations etc).

RootSaveDirs

type: TArray<FDirect...

description: The root of the directory in which to save poses


className: WithPostSerialize

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


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


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


className: WithPureVirtual

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


code: void ApplySelectionPoseForConstructionMode ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * > AvailableControls() const


description: Provides the chance to a subclass to modify the event queue as needed

code: virtual void AdaptEventQueueForEvaluate ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InOutEventQueueToRun )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig") virtual bool ClearControlSelection()


description: Returns a event that can be used to subscribe to filtering control data when needed


description: Returns a event that can be used to subscribe to change notifications coming from the manipulated subject.


description: Returns a event that can be used to subscribe to selection changes coming from the manipulated subject.


description: Returns an event that can be used to subscribe to Undo Bracket requests such as Open and Close.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Control Rig") virtual [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > CurrentControlSelection() const


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Execute

code: virtual bool Execute ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


code: FAnimAttributeContainerPtrScope &40; UControlRig &42; InControlRig, UE::Anim::FStackAttributeContainer & InExternalContainer &41;


className: FAnimAttributeContainerPtrScope

code: class FAnimAttributeContainerPtrScope

ControlRig

type: UControlRig...


className: FControlModifiedEvent

description: Bindable event for external objects to be notified of Control changes

code: class FControlModifiedEvent : public TBaseMulticastDelegate_ThreeParams< void, UControlRig *, FRigControlElement *, const FRigControlModifiedContext & >


description: Creates a transformable control handle for the specified control to be used by the constraints system. Should use theUObjectfrom ConstraintsScriptingLibrary::GetManager(UWorld* InWorld)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig | Constraints") [UTransformableControlHandle](API\Plugins\ControlRig\Constraints\UTransformableControlHandle) * CreateTransformableControlHandle ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) & ControlName ) const


className: FControlRigBoundEvent

description: Bindable event to notify object binding change.

code: class FControlRigBoundEvent : public TBaseMulticastDelegate_OneParam< void, UControlRig * >


description: ExecuteUnits

code: virtual bool Execute_Internal ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


className: FControlRigExecuteEvent

code: class FControlRigExecuteEvent : public TBaseMulticastDelegate_TwoParams< void, class UControlRig *, const FName & >


className: FControlSelectedEvent

description: Bindable event for external objects to be notified that a Control is Selected

code: class FControlSelectedEvent : public TBaseMulticastDelegate_ThreeParams< void, UControlRig *, FRigControlElement *, bool >


className: FControlUndoBracketEvent

description: Bindable event to manage undo / redo brackets in the client

code: class FControlUndoBracketEvent : public TBaseMulticastDelegate_TwoParams< void, UControlRig *, bool >


className: FFilterControlEvent

description: Bindable event for external objects to contribute to / filter a control value

code: class FFilterControlEvent : public TBaseMulticastDelegate_ThreeParams< void, UControlRig *, FRigControlElement *, FRigControlValue & >


code: virtual [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * FindControl ( const [FName](API\Runtime\Core\UObject\FName) & InControlName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ControlRig) static [TArray](API\Runtime\Core\Containers\TArray)< [UControlRig](API\Plugins\ControlRig\UControlRig) * > FindControlRigs ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UControlRig](API\Plugins\ControlRig\UControlRig) > OptionalClass )


code: FTransientControlPoseScope &40; TObjectPtr< UControlRig > InControlRig &41;


className: FOnControlSelectedBP

code: struct FOnControlSelectedBP : public [TSparseDynamicDelegate< FOnControlSelectedBP_MCSignature, UControlRig, FOnControlSelectedBPInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FTransientControlPoseScope

description: Class used to temporarily cache current pose of transient controls restore them after a ResetPoseToInitial call, which allows user to move bones in construction mode

code: class FTransientControlPoseScope


description: To support Blueprints/scripting, we need a different delegate type (a 'Dynamic' delegate) which supports looser styleUFunctionbinding (using names).

code: CURRENT_FILE_ID___LINE___DELEGATE FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( FOnControlSelectedBP_MCSignature, FOnControlSelectedBP_DelegateWrapper, FUNC_CONCAT(FUNC_CONCAT([UControlRig](API\Plugins\ControlRig\UControlRig) *InParam1, const [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) &InParam2, bool InParam3)), FUNC_CONCAT(FUNC_CONCAT(*[this](API\Plugins\WorldConditions\this), InParam1, InParam2, InParam3)), void, [UControlRig](API\Plugins\ControlRig\UControlRig) *, const [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) &, bool )


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * > * GetAssetUserDataArray() const


description: Get the category of this ControlRig (for display in menus)

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


code: const [FRigControlElementCustomization](API\Plugins\ControlRig\Rigs\FRigControlElementCustomization) * GetControlCustomization ( const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InControl ) const


code: virtual FTransform GetControlGlobalTransform ( const [FName](API\Runtime\Core\UObject\FName) & InControlName ) const


code: virtual FTransform GetControlLocalTransform ( const [FName](API\Runtime\Core\UObject\FName) & InControlName )


code: virtual void GetControlsInOrder ( [TArray](API\Runtime\Core\Containers\TArray)< [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * > & SortedControls ) const


code: bool GetControlsVisible() const


description: Returns the value of a Control.

code: [FRigControlValue](API\Plugins\ControlRig\Rigs\FRigControlValue) GetControlValue ( const [FName](API\Runtime\Core\UObject\FName) & InControlName )


code: virtual [FRigControlValue](API\Plugins\ControlRig\Rigs\FRigControlValue) GetControlValueFromGlobalTransform ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, const FTransform & InGlobalTransform, [ERigTransformType::Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType )


description: Data Source Registry Getter


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Control Rig") [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * GetHierarchy()


code: [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * GetHierarchy() const


description: Find the actor the rig is bound to, if any

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Control Rig") [AActor](API\Runtime\Engine\GameFramework\AActor) * GetHostingActor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) [UControlRig](API\Plugins\ControlRig\UControlRig) * GetInteractionRig() const


description: INodeMappingInterface implementation

code: virtual void GetMappableNodeData ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutNames, [TArray](API\Runtime\Core\Containers\TArray)< [FNodeItem](API\Runtime\Engine\Animation\FNodeItem) > & OutNodeItems ) const


code: uint8 GetInteractionType() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IControlRigObjectBinding](API\Plugins\ControlRig\IControlRigObjectBinding) > GetObjectBinding() const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UControlRigShapeLibrary](API\Plugins\ControlRig\UControlRigShapeLibrary) > > & GetShapeLibraries() const


description: Returns the public context script struct to use for this owner

code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetPublicContextStruct() const


description: Get the tooltip text to display for this node (displayed in graphs and from context menus)

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


description: Initialize things for the ControlRig

code: virtual void Initialize ( bool bInitRigUnits )


description: UObjectinterface

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


description: Initialize the VM

code: virtual bool InitializeVM ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


code: virtual bool IsConstructionModeEnabled() const


code: bool IsConstructionRequired() const


code: virtual [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetOwningSceneComponent()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Control Rig") virtual bool IsControlSelected ( const [FName](API\Runtime\Core\UObject\FName) & InControlName ) const


code: bool IsCurveControl ( const [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * InControlElement ) const


code: bool IsRunningPreConstruction() const


code: bool IsRunningPostConstruction() const


code: bool IsSyncingWithOtherRig() const


description: Returns true if this manipulatable subject is currently available for manipulation / is enabled.

code: virtual bool ManipulationEnabled() const


code: void OnHierarchyTransformUndoRedo ( [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * InHierarchy, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InKey, [ERigTransformType::Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType, const FTransform & InTransform, bool bIsUndo )


code: static void OnHierarchyTransformUndoRedoWeak ( [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * InHierarchy, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InKey, [ERigTransformType::Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType, const FTransform & InTransform, bool bIsUndo, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UControlRig](API\Plugins\ControlRig\UControlRig) > WeakThis )


className: OwnerComponent

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


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

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


code: virtual void PostInitInstance ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * InCDO )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called after post reinstance when compilng blueprint by Sequencer

code: void PostReinstanceCallback ( const [UControlRig](API\Plugins\ControlRig\UControlRig) * Old )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Requests to perform construction during the next execution

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig") void RequestConstruction()


description: Requests to perform an init during the next execution

code: virtual void RequestInit()


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 )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig") virtual void SelectControl ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, bool bSelect )


description: Setup the initial transform / ref pose of the bones based upon skeletal mesh component (ref skeleton) This uses the RefSkeleton pose instead of the current refpose (or vice versae is bUseAnimInstance == true)

code: virtual void SetBoneInitialTransformsFromSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelMeshComp, bool bUseAnimInstance )


description: Setup the initial transform / ref pose of the bones based upon an anim instance This uses the current refpose instead of the RefSkeleton pose.

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


description: Setup the initial transform / ref pose of the bones based upon an anim instance proxy This uses the current refpose instead of the RefSkeleton pose.

code: virtual void SetBoneInitialTransformsFromAnimInstanceProxy ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InAnimInstanceProxy )


description: Setup the initial transforms / ref pose of the bones based on a reference skeleton This uses the RefSkeleton pose instead of the current refpose.

code: virtual void SetBoneInitialTransformsFromRefSkeleton ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InReferenceSkeleton )


description: Setup the initial transforms / ref pose of the bones based on a skeletal mesh This uses the RefSkeleton pose instead of the current refpose.

code: virtual void SetBoneInitialTransformsFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


code: void SetControlCustomization ( const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InControl, const [FRigControlElementCustomization](API\Plugins\ControlRig\Rigs\FRigControlElementCustomization) & InCustomization )


code: bool SetControlGlobalTransform ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, const FTransform & InGlobalTransform, bool bNotify, const [FRigControlModifiedContext](API\Plugins\ControlRig\Rigs\FRigControlModifiedContext) & Context, bool bSetupUndo, bool bPrintPythonCommands, bool bFixEulerFlips )


code: virtual void SetControlLocalTransform ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, const FTransform & InLocalTransform, bool bNotify, const [FRigControlModifiedContext](API\Plugins\ControlRig\Rigs\FRigControlModifiedContext) & Context, bool bSetupUndo, bool bFixEulerFlips )


code: void SetControlsVisible ( const bool bIsVisible )


description: Sets the relative value of a Control.

code: virtual void SetControlValueImpl ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, const [FRigControlValue](API\Plugins\ControlRig\Rigs\FRigControlValue) & InValue, bool bNotify, const [FRigControlModifiedContext](API\Plugins\ControlRig\Rigs\FRigControlModifiedContext) & Context, bool bSetupUndo, bool bPrintPythonCommnds, bool bFixEulerFlips )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetInteractionRig ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InInteractionRig )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetInteractionRigClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UControlRig](API\Plugins\ControlRig\UControlRig) > InInteractionRigClass )


description: Sets the manipulatable subject to enabled or disabled.

code: virtual bool SetManipulationEnabled ( bool Enabled )


description: Setup bindings to a runtime object (or clear by passing in nullptr).

code: void SetObjectBinding ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IControlRigObjectBinding](API\Plugins\ControlRig\IControlRigObjectBinding) > InObjectBinding )


code: virtual FTransform SetupControlFromGlobalTransform ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, const FTransform & InGlobalTransform )


description: Sets the relative value of a Control.

code: template<class T> void SetControlValue ( const [FName](API\Runtime\Core\UObject\FName) & InControlName, T InValue, bool bNotify, const [FRigControlModifiedContext](API\Plugins\ControlRig\Rigs\FRigControlModifiedContext) & Context, bool bSetupUndo, bool bPrintPythonCommnds, bool bFixEulerFlips )


code: virtual bool ShouldApplyLimits() const


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


className: UControlRig

description: Runs logic for mapping input data to transforms (the "Rig")

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract, EditInlineNew) class UControlRig : public [URigVMHost](API\Plugins\RigVM\URigVMHost), public [INodeMappingProviderInterface](API\Runtime\Engine\Animation\INodeMappingProviderInterface)

bCopyHierarchyBeforeConstruction

type: bool

CombinedAssetUserData

type: TArray<TObject...

ControlCustomizations

type: TMap<FRigEleme...

DynamicHierarchy

type: TObjectPtr<URi...

ElementsBeingInteracted

type: TArray<FRigEle...

ExecutionType

type: ERigExecutionTy...

HierarchySettings

type: FRigHierarchySe...

ObjectBinding

type: TSharedPtr<ICo...

description: Runtime object binding

OnControlModified

type: FControlModifie...

OnControlRigBound

type: FControlRigBoun...

OnControlSelected

type: FControlSelecte...

type: FOnControlSelec...

OnControlUndoBracket

type: FControlUndoBra...

OnFilterControl

type: FFilterControlE...

OuterSceneComponent

type: TWeakObjectPtr<...

ShapeLibraries

type: TArray<TSoftOb...


description: Override point for derived classes to create their own proxy objects (allows custom allocation)

code: virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy()


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


className: UControlRigAnimInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotBlueprintable) class UControlRigAnimInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)


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


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


className: UControlRigBlueprintGeneratedClass


description: Adds all matching bones to the rig, should not be used before OnPreInitialize Event

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig", Meta=(DisplayName="Add Mapped Skeletal Mesh", UnsafeDuringActorConstruction="true")) void AddMappedCompleteSkeletalMesh ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )


description: Adds a series of mapped bones to the rig, should not be used before OnPreInitialize Event

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig", Meta=(UnsafeDuringActorConstruction="true")) void AddMappedComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [FControlRigComponentMappedComponent](API\Plugins\ControlRig\FControlRigComponentMappedCompon-) > Components )


description: Adds the provided mapped elements to the component, should not be used before OnPreInitialize Event

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig", Meta=(UnsafeDuringActorConstruction="true")) void AddMappedElements ( [TArray](API\Runtime\Core\Containers\TArray)< [FControlRigComponentMappedElement](API\Plugins\ControlRig\FControlRigComponentMappedElemen-) > NewMappedElements )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig", Meta=(DisplayName="Add Mapped Skeletal Mesh Bone Array", UnsafeDuringActorConstruction="true")) void AddMappedSkeletalMesh ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, [TArray](API\Runtime\Core\Containers\TArray)< [FControlRigComponentMappedBone](API\Plugins\ControlRig\FControlRigComponentMappedBone) > Bones, [TArray](API\Runtime\Core\Containers\TArray)< [FControlRigComponentMappedCurve](API\Plugins\ControlRig\FControlRigComponentMappedCurve) > Curves )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Returns true if the Component can execute its Control Rig

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") bool CanExecute()


description: Removes all mapped elements from the component


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description:
Returns true if an element given a type and name exists in the rig
true if the element exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") bool DoesElementExist ( [FName](API\Runtime\Core\UObject\FName) Name, [ERigElementType](API\Plugins\ControlRig\Rigs\ERigElementType) ElementType )


className: EditorNotifications

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SNotificationItem](API\Runtime\Slate\Widgets\Notifications\SNotificationItem) > > EditorNotifications;


className: FControlRigComponentEvent

code: class FControlRigComponentEvent : public TBaseMulticastDelegate_OneParam< void, class UControlRigComponent * >


description: Get the ControlRig's local time in seconds since its last initialize

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") float GetAbsoluteTime() const


description:
Returns the transform of the bone in the requested space
the transform of the bone in the requested space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FTransform GetBoneTransform ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description:
Returns the value of a float control
The float value of the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") float GetControlFloat ( [FName](API\Runtime\Core\UObject\FName) ControlName )


description:
Returns the value of a bool control
The bool value of the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") bool GetControlBool ( [FName](API\Runtime\Core\UObject\FName) ControlName )


description:
Returns the value of an integer control
The int32 value of the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") int32 GetControlInt ( [FName](API\Runtime\Core\UObject\FName) ControlName )


description:
Returns the offset transform of a control
The offset transform of a control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") FTransform GetControlOffset ( [FName](API\Runtime\Core\UObject\FName) ControlName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description:
Returns the value of a position control
The position value of the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FVector GetControlPosition ( [FName](API\Runtime\Core\UObject\FName) ControlName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description: Get the ControlRig hosted by this component


description:
Returns the value of a rotator control
The rotator value of the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FRotator GetControlRotator ( [FName](API\Runtime\Core\UObject\FName) ControlName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description:
Returns the value of a scale control
The scale value of the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FVector GetControlScale ( [FName](API\Runtime\Core\UObject\FName) ControlName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description:
Returns the value of a transform control
The transform value of the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FTransform GetControlTransform ( [FName](API\Runtime\Core\UObject\FName) ControlName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description:
Returns the value of a Vector3D control
The Vector3D value of the control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FVector2D GetControlVector2D ( [FName](API\Runtime\Core\UObject\FName) ControlName )


description:
Returns all of the names for a given element type (Bone, Control, etc)
all of the names for a given element type (Bone, Control, etc)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetElementNames ( [ERigElementType](API\Plugins\ControlRig\Rigs\ERigElementType) ElementType )


description:
Returns the initial transform of the bone in the requested space
the initial transform of the bone in the requested space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FTransform GetInitialBoneTransform ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description:
Returns the initial transform of the space in the requested space
the initial transform of the space in the requested space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FTransform GetInitialSpaceTransform ( [FName](API\Runtime\Core\UObject\FName) SpaceName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description:
Returns the transform of the space in the requested space
the transform of the space in the requested space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig") FTransform GetSpaceTransform ( [FName](API\Runtime\Core\UObject\FName) SpaceName, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description: Initializes the rig's memory and calls the construction event


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ControlRig", CallInEditor) void OnPostConstruction ( [UControlRigComponent](API\Plugins\ControlRig\UControlRigComponent) * Component )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ControlRig", CallInEditor, Meta=(DisplayName="On Post Forwards Solve")) void OnPostForwardsSolve ( [UControlRigComponent](API\Plugins\ControlRig\UControlRigComponent) * Component )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ControlRig", CallInEditor) void OnPostInitialize ( [UControlRigComponent](API\Plugins\ControlRig\UControlRigComponent) * Component )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ControlRig", CallInEditor) void OnPreConstruction ( [UControlRigComponent](API\Plugins\ControlRig\UControlRigComponent) * Component )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ControlRig", CallInEditor, Meta=(DisplayName="On Pre Forwards Solve")) void OnPreForwardsSolve ( [UControlRigComponent](API\Plugins\ControlRig\UControlRigComponent) * Component )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="ControlRig", CallInEditor) void OnPreInitialize ( [UControlRigComponent](API\Plugins\ControlRig\UControlRigComponent) * Component )


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


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

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


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


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 )


description: Setup the initial transforms / ref pose of the bones based on a skeletal mesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig", Meta=(DisplayName="Set Bone Initial Transforms From Skeletal Mesh")) void SetBoneInitialTransformsFromSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description: Sets the transform of the bone in the requested space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetBoneTransform ( [FName](API\Runtime\Core\UObject\FName) BoneName, FTransform Transform, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space, float Weight, bool bPropagateToChildren )


description: Sets the value of a bool control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlBool ( [FName](API\Runtime\Core\UObject\FName) ControlName, bool Value )


description: Sets the value of a float control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlFloat ( [FName](API\Runtime\Core\UObject\FName) ControlName, float Value )


description: Sets the value of an integer control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlInt ( [FName](API\Runtime\Core\UObject\FName) ControlName, int32 Value )


description: Sets the offset transform of a control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlOffset ( [FName](API\Runtime\Core\UObject\FName) ControlName, FTransform OffsetTransform, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description: Sets the value of a position control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlPosition ( [FName](API\Runtime\Core\UObject\FName) ControlName, FVector Value, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


code: void SetControlRig ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlRigClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UControlRig](API\Plugins\ControlRig\UControlRig) > InControlRigClass )


description: Sets the value of a rotator control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlRotator ( [FName](API\Runtime\Core\UObject\FName) ControlName, FRotator Value, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description: Sets the value of a scale control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlScale ( [FName](API\Runtime\Core\UObject\FName) ControlName, FVector Value, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description: Sets the value of a transform control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlTransform ( [FName](API\Runtime\Core\UObject\FName) ControlName, FTransform Value, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description: Sets the value of a vector2D control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetControlVector2D ( [FName](API\Runtime\Core\UObject\FName) ControlName, FVector2D Value )


description: Sets the initial transform of the bone in the requested space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetInitialBoneTransform ( [FName](API\Runtime\Core\UObject\FName) BoneName, FTransform InitialTransform, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space, bool bPropagateToChildren )


description: Sets the transform of the space in the requested space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetInitialSpaceTransform ( [FName](API\Runtime\Core\UObject\FName) SpaceName, FTransform InitialTransform, [EControlRigComponentSpace](API\Plugins\ControlRig\EControlRigComponentSpace) Space )


description: Replaces the mapped elements on the component with the provided array, should not be used before OnPreInitialize Event

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig", Meta=(UnsafeDuringActorConstruction="true")) void SetMappedElements ( [TArray](API\Runtime\Core\Containers\TArray)< [FControlRigComponentMappedElement](API\Plugins\ControlRig\FControlRigComponentMappedElemen-) > NewMappedElements )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Updates and ticks the rig.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void Update ( float DeltaTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig") void SetObjectBinding ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToBind )


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


code: static const [FControlRigShapeDefinition](API\Plugins\ControlRig\FControlRigShapeDefinition) * GetShapeByName ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UControlRigShapeLibrary](API\Plugins\ControlRig\UControlRigShapeLibrary) >> & InShapeLibraries, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InLibraryNameMap )


className: UControlRigComponent

description: A component that hosts an animation ControlRig, manages control components and marshals data between the two

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup="Animation", Meta=(BlueprintSpawnableComponent)) class UControlRigComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

bDrawBones

description: When checked the rig's bones are drawn using debug drawing similar to the animation editor viewport

bEnableLazyEvaluation

description: When checked the rig will only run if any of the mapped inputs has changed

bResetInitialsBeforeConstruction

description: When checked the initial transforms on bones, nulls and controls are reset prior to a construction event

bResetTransformBeforeTick

description: When checked the transforms are reset before a tick / update of the rig

bShowDebugDrawing

description: When checked the rig's debug drawing instructions are drawn in the viewport

bUpdateInEditor

description: When checked the rig is run in the editor viewport without running / simulation the game

bUpdateRigOnTick

description: When checked this ensures to run the rig's update on the component's tick automatically

ControlRigClass

type: TSubclassOf<UC...

description: The class of control rig to instantiate

LazyEvaluationPositionThreshold

type: float

description: The delta threshold for a translation / position difference. 0.0 disables position differences.

LazyEvaluationRotationThreshold

description: The delta threshold for a rotation difference (in degrees). 0.0 disables rotation differences.

LazyEvaluationScaleThreshold

description: The delta threshold for a scale difference. 0.0 disables scale differences.

MappedElements

type: TArray<FContro...

OnPostConstructionDelegate

type: FControlRigComp...

description: Event fired after this component's ControlRig is setup

OnPostForwardsSolveDelegate

description: Event fired after this component's ControlRig's forwards solve

OnPostInitializeDelegate

description: Event fired after this component's ControlRig is initialized

OnPreConstructionDelegate

description: Event fired before this component's ControlRig is setup

OnPreForwardsSolveDelegate

description: Event fired before this component's ControlRig's forwards solve

OnPreInitializeDelegate

description: Event fired just before this component's ControlRig is initialized


code: const [FControlRigShapeDefinition](API\Plugins\ControlRig\FControlRigShapeDefinition) * GetShapeByName ( const [FName](API\Runtime\Core\UObject\FName) & InName, bool bUseDefaultIfNotFound ) const


code: static const [FString](API\Runtime\Core\Containers\FString) GetShapeName ( const [UControlRigShapeLibrary](API\Plugins\ControlRig\UControlRigShapeLibrary) * InShapeLibrary, bool bUseNameSpace, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InLibraryNameMap, const [FControlRigShapeDefinition](API\Plugins\ControlRig\FControlRigShapeDefinition) & InShape )


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

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


className: UControlRigShapeLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="Control Rig Shape Library")) class UControlRigShapeLibrary : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DefaultMaterial

type: TSoftObjectPtr<...

DefaultShape

type: FControlRigShap...

MaterialColorParameter

type: FName


className: DefaultShapePath

code: static constexpr TCHAR DefaultShapePath = TEXT("DefaultShape");


description: Retrieves the user data paths given a (optional) parent path

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< const [FUserData](API\Plugins\RigVM\RigVMCore\UNameSpacedUserData\FUserData) * > & GetUserDataArray ( const [FString](API\Runtime\Core\Containers\FString) & InParentPath, [FString](API\Runtime\Core\Containers\FString) * OutErrorMessage ) const


description: Returns a user data path given its string path

code: virtual const [FUserData](API\Plugins\RigVM\RigVMCore\UNameSpacedUserData\FUserData) * GetUserData ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FString](API\Runtime\Core\Containers\FString) * OutErrorMessage ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetShapeLibrary ( [UControlRigShapeLibrary](API\Plugins\ControlRig\UControlRigShapeLibrary) * InShapeLibrary )


className: ShapeLibraryNullFormat

code: static constexpr TCHAR ShapeLibraryNullFormat = TEXT("User data path '%s' could not be found (ShapeLibrary not provided)");


className: ShapeNamesPath

code: static constexpr TCHAR ShapeNamesPath = TEXT("ShapeNames");


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

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


className: UControlRigShapeLibraryLink

description: Namespaced user data which provides access to a linked shape library

ShapeLibrary

type: TObjectPtr<UCo...

description: If assigned, the data asset link will provide access to the data asset's content.

ShapeNames

type: TArray<FName>