code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRigTestData") static [UControlRigTestData](API\Plugins\ControlRig\UControlRigTestData) * CreateNewAsset ( [FString](API\Runtime\Core\Containers\FString) InDesiredPackagePath, [FString](API\Runtime\Core\Containers\FString) InBlueprintPathName )


module: ControlRig

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRigTestData") int32 GetFrameIndexForTime ( double InSeconds, bool bInput ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRigTestData") FVector2D GetTimeRange ( bool bInput ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRigTestData") bool IsRecording() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRigTestData") bool IsReplaying() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRigTestData") bool Record ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, double InRecordingDuration )


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="ControlRigTestData") bool SetupReplay ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bGroundTruth )


className: UControlRigTestData

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

ControlRigObjectPath

type: FSoftObjectPath

FramesToSkip

type: TArray< int32 >

Initial

type: FControlRigTest...

InputFrames

type: TArray<FContro...

Tolerance

type: double


description: Called whenever the rig is running an event.

code: virtual void OnEvent ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [FName](API\Runtime\Core\UObject\FName) & InEventName, [FControlRigValidationContext](API\Plugins\ControlRig\FControlRigValidationContext) * InContext )


description: Called whenever the rig in question is initialized.

code: virtual void OnInitialize ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [FControlRigValidationContext](API\Plugins\ControlRig\FControlRigValidationContext) * InContext )


description: Called whenever the rig being validated question is changed.

code: virtual void OnSubjectChanged ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [FControlRigValidationContext](API\Plugins\ControlRig\FControlRigValidationContext) * InContext )


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


className: UControlRigValidationPass

description: Used to perform validation on a debugged Control Rig

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


code: [UControlRigValidationPass](API\Plugins\ControlRig\UControlRigValidationPass) * AddPass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: [UControlRigValidationPass](API\Plugins\ControlRig\UControlRigValidationPass) * FindPass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


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


code: void RemovePass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


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


description: Execute logic for this struct

code: virtual void Execute()


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


className: UControlRigValidator

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


description: Get the local transform (i.e. without base) with filter applied


description: Combine Transform and Base to make the resultant transform (as a matrix)

code: FMatrix GetResultantMatrix() const


description: Combine Transform and Base to make the resultant transform


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


description: Set the transform using a resultant matrix (already incorporating Base)

code: void SetResultantMatrix ( const FMatrix & InResultantMatrix )


code: static [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) StaticGetFilteredTransform ( const [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & InTransform, const [FTransformFilter](API\Runtime\AnimationCore\FTransformFilter) & InFilter )


description: Set the transform using a resultant transform (already incorporating Base)

code: void SetResultantTransform ( const FTransform & InResultantTransform )


code: static FMatrix StaticGetResultantMatrix ( const [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & InTransform, const FTransform & InBase, const [FTransformFilter](API\Runtime\AnimationCore\FTransformFilter) & InFilter )


code: static FTransform StaticGetResultantTransform ( const [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & InTransform, const FTransform & InBase, const [FTransformFilter](API\Runtime\AnimationCore\FTransformFilter) & InFilter )


code: static void StaticSetResultantMatrix ( const FMatrix & InResultantMatrix, const FTransform & InBase, [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & OutTransform )


code: static void StaticSetResultantTransform ( const FTransform & InResultantTransform, const FTransform & InBase, [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) & OutTransform )


description: A control unit used to drive a transform from an external source

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Control", Category="Controls", ShowVariableNameInTitle, Deprecated="4.24.0")) struct FRigUnit_Control : public [FRigUnit](API\Plugins\ControlRig\Units\FRigUnit)

Base

type: FTransform

description: The base that transform is relative to

bIsInitialized

type: bool

Filter

type: FTransformFilte...

description: The filter determines what axes can be manipulated by the in-viewport widgets

InitTransform

description: The initial transform that The Transform is initialized to.

Result

description: The resultant transform of this unit (Base *Filter(Transform))

Transform

type: FEulerTransform

description: The transform of this control


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Static Mesh Control", Category="Controls", ShowVariableNameInTitle, Deprecated="5.0")) struct FRigUnit_Control_StaticMesh : public [FRigUnit_Control](API\Plugins\ControlRig\Units\Control\FRigUnit_Control)

MeshTransform

description: The the transform the mesh will be rendered with (applied on top of the control's transform in the viewport)


className: EControlRigInteractionType

description: The type of interaction happening on a rig

code: enum EControlRigInteractionType { None = 0, Translate = (1 << 0), Rotate = (1 << 1), Scale = (1 << 2), All = Translate | Rotate | Scale, }


code: virtual bool CanOnlyExistOnce() const


className: EventName

code: static [FName](API\Runtime\Core\UObject\FName) EventName = TEXT("Backwards Solve");


description: Execute logic for this struct

code: virtual void Execute()


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


description: Event for driving elements based off the skeleton hierarchy

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Backwards Solve", Category="Events", NodeColor="1, 0, 0", Keywords="Inverse,Reverse,Backwards,Event")) struct FRigUnit_InverseExecution : public [FRigUnit](API\Plugins\ControlRig\Units\FRigUnit)

ExecuteContext

type: FControlRigExec...

description: The execution result.


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="TwoBoneIK/FK", Category="Transforms", Deprecated="4.23.0")) struct FRigUnit_TwoBoneIKFK : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

EndJoint

type: FName

IKBlend

type: float

description: Float : IKBlend(Default : 0.0) # Blend between 0.0 (FK) and 1.0 (IK)solutions.

PoleTarget

type: FVector

description: Transform to use as the pole target(specifies the plane of solution)

Spin

description: Float: Spin(Default : 0.0) # Amount of twist to apply to the solution plane(Additive after application of Pole Target motion)


code: virtual void Copy ( const [FRigVMExecuteContext](API\Plugins\RigVM\RigVMCore\FRigVMExecuteContext) * InOtherContext )


description: Finds a name spaced user data object

code: const [UNameSpacedUserData](API\Plugins\RigVM\RigVMCore\UNameSpacedUserData) * FindUserData ( const [FString](API\Runtime\Core\Containers\FString) & InNameSpace ) const


className: FOnAddShapeLibrary

code: typedef TBaseDelegate_FiveParams< void, const [FControlRigExecuteContext](API\Plugins\ControlRig\Units\FControlRigExecuteContext) *InContext, const [FString](API\Runtime\Core\Containers\FString) &, [UControlRigShapeLibrary](API\Plugins\ControlRig\UControlRigShapeLibrary) *, bool, bool > FOnAddShapeLibrary


className: FOnShapeExists

code: typedef TBaseDelegate_OneParam< bool, const [FName](API\Runtime\Core\UObject\FName) & > FOnShapeExists


className: FControlRigExecuteContext

AssetUserData

type: TArray< constU...

description: The list of available asset user data object

Hierarchy

type: URigHierarchy&...

OnAddShapeLibraryDelegate

type: FOnAddShapeLibr...

OnShapeExistsDelegate

type: FOnShapeExists

UnitContext

type: FRigUnitContext


code: FControlRigUnitTestBase ( const [FString](API\Runtime\Core\Containers\FString) & InName, bool bIsComplex )


className: FControlRigUnitTestBase

code: class FControlRigUnitTestBase : public [FRigVMStructTestBase< FControlRigExecuteContext >](API\Plugins\RigVM\RigVMCore\FRigVMStructTestBase)

Controller

type: URigHierarchyCo...


description: Returns the default value for an argument

code: virtual [FString](API\Runtime\Core\Containers\FString) GetArgumentDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) & InArgumentName, [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) InTypeIndex ) const


description: Returns the execute context support for this dispatch factory.

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


code: static const [FRigUnitContext](API\Plugins\ControlRig\Units\FRigUnitContext) & GetRigUnitContext ( const [FRigVMExtendedExecuteContext](API\Plugins\RigVM\RigVMCore\FRigVMExtendedExecuteContext) & InContext )


description: Registered needed types during registration of the factory

code: virtual void RegisterDependencyTypes() const


className: FRigDispatchFactory

description: Base class for all rig dispatch factories


className: FRigHierarchySettings

ProceduralElementLimit

description: Sets the limit for the number of elements to create procedurally.


code: virtual FTransform DetermineOffsetTransformForPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, void * InUserContext ) const


description: The name of the method used within each rig unit


code: virtual [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) DetermineSpaceForPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, void * InUserContext ) const


description: Virtual destructor

code: virtual ~FRigUnit()


className: FRigUnit

description: Base class for all rig units

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType), Meta=(Abstract, NodeColor="0.1 0.1 0.1", ExecuteContext="FControlRigExecuteContext")) struct FRigUnit : public [FRigVMStruct](API\Plugins\RigVM\RigVMCore\FRigVMStruct)


description: Returns true if this context is currently being interacted on

code: bool IsInteracting() const


description:
Returns a given data source and cast it to the expected class.
The requested data source

code: template<class T> T * RequestDataSource ( const [FName](API\Runtime\Core\UObject\FName) & InName ) const


description: Default constructor

code: FRigUnitContext()


className: FRigUnitContext

description: Execution context that rig units use

code: struct FRigUnitContext

AnimAttributeContainer

description: An external anim attribute container

DataSourceRegistry

type: constUAnimatio...

description: The registry to access data source

ElementsBeingInteracted

type: TArray<FRigEle...

description: The elements being interacted with.

HierarchySettings

type: FRigHierarchySe...

description: The current hierarchy settings

InteractionType

description: The type of interaction currently happening on the rig (0 == None)


className: FRigUnitMutable

description: Base class for all rig units that can change data

ExecuteContext

description: This property is used to chain multiple mutable units together


description: Execute logic for this struct

code: virtual void Execute()


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


description: Offset Transform is used to perform a change in the hierarchy by setting a single bone's transform.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Offset Transform", Category="Hierarchy", DocumentationPolicy="Strict", Keywords="Offset,AddToBoneTransform", Deprecated="4.25")) struct FRigUnit_AddBoneTransform : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

Bone

description: The name of the Bone to set the transform for.

bPostMultiply

description: If set to true the transform will be post multiplied, otherwise pre multiplied.

bPropagateToChildren

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

CachedBone

type: FCachedRigEleme...

description: Used to cache the internally used bone index.

Transform

type: FTransform

description: The transform value to set for the given Bone.

Weight

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


description: SetCurveValue is used to perform a change in the curve container by setting a single Curve value.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Curve Value", Category="Curve", Keywords="SetCurveValue", NodeColor="0.0 0.36470600962638855 1.0")) struct FRigUnit_SetCurveValue : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

Curve

description: The name of the Curve to set the Value for.

Value

description: The value to set for the given Curve.


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


description: SetRotation is used to set a single rotation on hierarchy.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Rotation", Category="Transforms", TemplateName="Set Transform", DocumentationPolicy="Strict", Keywords="SetBoneRotation,SetControlRotation,SetInitialRotation,SetSpaceRotation,SetBoneOrientation,SetControlOrientation,SetInitialOrientation,SetSpaceOrientation,SetRotation,SetOrientation", NodeColor="0, 0.364706, 1.0", Varying)) struct FRigUnit_SetRotation : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

bInitial

type: bool

description: Defines if the transform should be set as current (false) or initial (true).

bPropagateToChildren

description: If set to true children of affected items in the hierarchy will follow the transform change - otherwise only the parent will move.

CachedIndex

description: Used to cache the internally used index.

Item

type: FRigElementKey

description: The item to set the rotation for

Space

type: ERigVMTransform...

description: Defines if the rotation should be set in local or global space

type: FQuat

description: The new rotation of the given item.

Weight

description: Defines how much the change will be applied.


description: SetScale is used to set a single scale on hierarchy.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Scale", Category="Transforms", DocumentationPolicy="Strict", Keywords="SetBoneScale,SetControlScale,SetInitialScale,SetSpaceScale,SetScale", NodeColor="0, 0.364706, 1.0", Varying)) struct FRigUnit_SetScale : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

Item

description: The item to set the scale for

Scale

description: The new scale of the given item.

Space

description: Defines if the scale should be set in local or global space

type: float


description: Note: For Controls when setting the initial transform this node actually sets the Control's offset transform and resets the local values to (0, 0, 0).

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Transform", Category="Transforms", TemplateName="Set Transform", DocumentationPolicy="Strict", Keywords="SetBoneTransform,SetControlTransform,SetInitialTransform,SetSpaceTransform", NodeColor="0, 0.364706, 1.0", Varying)) struct FRigUnit_SetTransform : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

Item

description: The item to set the transform for

description: Defines if the transform should be set in local or global space

Value

description: The new transform of the given item.


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Transform Array", Category="Hierarchy", DocumentationPolicy="Strict", Keywords="SetBoneTransform,SetControlTransform,SetInitialTransform,SetSpaceTransform", NodeColor="0, 0.364706, 1.0", Varying, Deprecated="5.0")) struct FRigUnit_SetTransformArray : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

CachedIndex

type: TArray<FCached...

Items

type: FRigElementKeyC...

description: The item to set the transform for

Transforms

type: TArray< FTransf...

description: The new transform of the given item.


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Transform Array", Category="Transforms", DocumentationPolicy="Strict", Keywords="SetBoneTransform,SetControlTransform,SetInitialTransform,SetSpaceTransform", NodeColor="0, 0.364706, 1.0", Varying)) struct FRigUnit_SetTransformItemArray : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

Items

description: The item to set the transform for

description: The new transform of the given item.


code: virtual [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) DetermineSpaceForPin ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, void * InUserContext ) const


description: SetTranslation is used to set a single translation on hierarchy.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Set Translation", Category="Transforms", TemplateName="Set Transform", DocumentationPolicy="Strict", Keywords="SetBoneTranslation,SetControlTranslation,SetInitialTranslation,SetSpaceTranslation,SetBoneLocation,SetControlLocation,SetInitialLocation,SetSpaceLocation,SetBonePosition,SetControlPosition,SetInitialPosition,SetSpacePosition,SetTranslation,SetLocation,SetPosition", NodeColor="0, 0.364706, 1.0", Varying)) struct FRigUnit_SetTranslation : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)

Item

description: The item to set the translation for

Space

description: Defines if the translation should be set in local or global space

Value

type: FVector

description: The new translation of the given item.


className: EControlRigVectorKind

code: enum EControlRigVectorKind { Direction, Location, }


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, Category="Debug", NodeColor="0.462745 1.0 0.329412")) struct FRigUnit_HighlevelBase : public [FRigUnit](API\Plugins\ControlRig\Units\FRigUnit)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, Category="Debug", NodeColor="0 0.364706 1.0")) struct FRigUnit_HighlevelBaseMutable : public [FRigUnitMutable](API\Plugins\ControlRig\Units\FRigUnitMutable)


className: EControlRigCurveAlignment

code: enum EControlRigCurveAlignment { Front, Stretched, }


bEnabled

description: If enabled debug information will be drawn

CurveColor

type: FLinearColor

description: The color to use for debug drawing

Scale

description: The size of the debug drawing information

SegmentsColor

description: The color to use for debug drawing

WorldOffset

description: The offset at which to draw the debug information in the world


Ratio

description: The ratio of where this rotation sits along the chain

Rotation

description: The rotation to be applied


CurvePositions

type: TArray< FVector...

CurveSegments

type: TArray< float >

ItemRotationA

type: TArray< int32 >


description: Execute logic for this struct


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

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

Alignment

type: EControlRigCurv...

description: Specifies how to align the chain on the curve

Bezier

type: FRigVMFourPoint...

description: The curve to align to

bPropagateToChildren

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

Items

type: TArray<FRigEle...

description: The items to align

Maximum

description: The maximum U value to use on the curve

Minimum

description: The minimum U value to use on the curve

PoleVectorPosition

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

PrimaryAxis

description: The major axis being aligned - along the bone

RotationEaseType

type: ERigVMAnimEasin...

description: The easing to use between to rotations.

Rotations

type: TArray<FRigUni...

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

SamplingPrecision

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

SecondaryAxis

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

Weight

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


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Fit Chain on Curve", Category="Hierarchy", Keywords="Fit,Resample,Bezier", Deprecated="4.25")) struct FRigUnit_FitChainToCurve : public [FRigUnit_HighlevelBaseMutable](API\Plugins\ControlRig\Units\Highlevel\FRigUnit_HighlevelBaseMutable)

Bezier

description: The curve to align to

bPropagateToChildren

type: bool

EndBone

type: FName

description: The name of the last bone to align

Maximum

description: The maximum U value to use on the curve

Minimum

description: The minimum U value to use on the curve

RotationEaseType

description: The easing to use between to rotations.

StartBone

description: The name of the first bone to align


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


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

Bezier

description: The curve to align to

Items

description: The items to align

Maximum

description: The maximum U value to use on the curve

Minimum

description: The minimum U value to use on the curve

RotationEaseType

description: The easing to use between to rotations.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMUserWorkflow](API\Plugins\RigVM\RigVMCore\FRigVMUserWorkflow) > ProvideWorkflows ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject )


code: static bool PerformTransformWorkflow ( const [URigVMUserWorkflowOptions](API\Plugins\RigVM\RigVMCore\URigVMUserWorkflowOptions) * InOptions, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InController )


className: UControlRigTransformWorkflowOptions

TransformType

type: TEnumAsByte<ER...

description: The type of transform to retrieve from the hierarchy.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Options") bool EnsureAtLeastOneRigElementSelected() const


className: UControlRigWorkflowOptions

Hierarchy

type: TObjectPtr< con...


code: namespace UtilityHelpers { template<typename Predicate> [FName](API\Runtime\Core\UObject\FName) UtilityHelpers::CreateUniqueName ( const [FName](API\Runtime\Core\UObject\FName) & InBaseName, Predicate IsUnique ) }


code: namespace UtilityHelpers { template<typename Predicate> FTransform UtilityHelpers::GetBaseTransformByMode ( [ETransformSpaceMode](API\Plugins\ControlRig\ETransformSpaceMode) TransformSpaceMode, Predicate TransformGetter, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & ParentKey, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & BaseKey, const FTransform & BaseTransform ) }


description: IBlueprintCompilerinterface

module: ControlRigDeveloper

code: virtual bool CanCompile ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: virtual void Compile ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & CompileOptions, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & Results )


className: FControlRigBlueprintCompiler

code: class FControlRigBlueprintCompiler : public [FRigVMBlueprintCompiler](API\Plugins\RigVMDeveloper\FRigVMBlueprintCompiler)


description: Copies default values cached for the terms in the DefaultPropertyValueMap to the final CDO

code: virtual void CopyTermDefaultsToDefaultObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * DefaultObject )


code: FControlRigBlueprintCompilerContext ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SourceSketch, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & InMessageLog, const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & InCompilerOptions )


className: FControlRigBlueprintCompilerContext

code: class FControlRigBlueprintCompilerContext : public [FRigVMBlueprintCompilerContext](API\Plugins\RigVMDeveloper\FRigVMBlueprintCompilerContext)


className: FControlRigVisualGraphUtils

code: struct FControlRigVisualGraphUtils


code: static [FString](API\Runtime\Core\Containers\FString) DumpRigHierarchyToDotGraph ( [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * InHierarchy, const [FName](API\Runtime\Core\UObject\FName) & InEventName )


code: void CacheNameLists ( [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * InHierarchy, const [FRigVMDrawContainer](API\Plugins\RigVM\RigVMCore\FRigVMDrawContainer) * DrawContainer, [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UControlRigShapeLibrary](API\Plugins\ControlRig\UControlRigShapeLibrary) >> ShapeLibraries )


className: EmptyElementNameList

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > EmptyElementNameList;


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetBoneNameList ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetControlNameListWithoutAnimationChannels ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetControlNameList ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetCurveNameList ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetDrawingNameList ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetElementNameList ( [ERigElementType](API\Plugins\ControlRig\Rigs\ERigElementType) InElementType ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetElementNameList ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetNullNameList ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetNameListForWidget ( const [FString](API\Runtime\Core\Containers\FString) & InWidgetName ) const


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetShapeNameList ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: [FReply](API\Runtime\SlateCore\Input\FReply) HandleBrowseClicked ( [URigVMEdGraph](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraph) * InEdGraph, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, [FString](API\Runtime\Core\Containers\FString) InDefaultValue )


code: [FReply](API\Runtime\SlateCore\Input\FReply) HandleGetSelectedClicked ( [URigVMEdGraph](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraph) * InEdGraph, [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin, [FString](API\Runtime\Core\Containers\FString) InDefaultValue )


code: virtual bool HandleModifiedEvent_Internal ( [ERigVMGraphNotifType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMGraphNotifType) InNotifType, [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject )


description: Set up this graph

code: virtual void InitializeFromBlueprint ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint )


className: UControlRigGraph

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UControlRigGraph : public [URigVMEdGraph](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraph)


code: UControlRigGraphNode()


className: UControlRigGraphNode

description: Base class for animation ControlRig-related nodes

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UControlRigGraphNode : public [URigVMEdGraphNode](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphNode)


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


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


description: Name constants

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


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


code: UControlRigGraphSchema()


className: UControlRigGraphSchema

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UControlRigGraphSchema : public [URigVMEdGraphSchema](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphSchema)


code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) * FindPinTypeColor ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct ) const


code: void RegisterPinTypeColor ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color )


code: void UnRegisterPinTypeColor ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct )


className: IControlRigDeveloperModule

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


description: Can customize details tab

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


description: Called at the end of ReconstructNode, allows node specific work to be performed

code: virtual void PostReconstructNode()


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

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


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


description: Remove a transient / temporary control used to interact with a pin

code: [FName](API\Runtime\Core\UObject\FName) AddTransientControl ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin )


description: Remove a transient / temporary control used to interact with a bone

code: [FName](API\Runtime\Core\UObject\FName) AddTransientControl ( const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InElement )


description: Removes all transient / temporary control used to interact with pins

code: void ClearTransientControls()


className: ControlRigPanelNodeFactoryName

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig Blueprint") [UControlRig](API\Plugins\ControlRig\UControlRig) * CreateControlRig()


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


code: const [FControlRigShapeDefinition](API\Plugins\ControlRig\FControlRigShapeDefinition) * GetControlShapeByName ( const [FName](API\Runtime\Core\UObject\FName) & InName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VM") static [TArray](API\Runtime\Core\Containers\TArray)< [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * > GetCurrentlyOpenRigBlueprints()


description: Returns the editor module to be used for this blueprint

code: virtual [IRigVMEditorModule](API\Plugins\RigVMEditor\IRigVMEditorModule) * GetEditorModule() const


description: Allow each blueprint instance to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

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


description: Returns true if a given panel pin factory is compatible this blueprint

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


description: Get the preview mesh for this asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig Blueprint") virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh() const


description: Returns the class used as the super class for all generated classes

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


description: Returns the expected ed graph class to use for this blueprint

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


description: Returns the expected ed graph node class to use for this blueprint

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


description: Returns the expected ed graph schema class to use for this blueprint

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


description: Returns the class of the settings to use

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


description: Returns the expected execute context struct to use for this blueprint

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


description: Returns the expected schema class to use for this blueprint

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


description: Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

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


description: Whether or not this blueprint can be considered for a bytecode only compile

code: virtual bool IsValidForBytecodeOnlyRecompile() const


description:
Returns the modified event, which can be used to subscribe to topological changes happening within the hierarchy. The event is broadcast only after all hierarchy instances are up to date
The event used for subscription.


code: virtual void PatchVariableNodesOnLoad()


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: 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 )


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: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


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: void PropagatePoseFromInstanceToBP ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig ) const


code: void PropagatePropertyFromBPToInstances ( [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) InRigElement, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: void PropagatePropertyFromInstanceToBP ( [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) InRigElement, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, [UControlRig](API\Plugins\ControlRig\UControlRig) * InInstance ) const


description:
Called on the target when a class is loaded with ClassGeneratedBy is loaded. Should regenerate the class if needed, and return the updated class
Updated instance of the class, if needed, or NULL if no regeneration was necessary

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * RegenerateClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToRegenerate, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PreviousCDO )


description: Remove a transient / temporary control used to interact with a pin

code: [FName](API\Runtime\Core\UObject\FName) RemoveTransientControl ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin )


description: Remove a transient / temporary control used to interact with a bone

code: [FName](API\Runtime\Core\UObject\FName) RemoveTransientControl ( const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InElement )


code: virtual bool RequiresForceLoadMembers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


className: sCurrentlyOpenedRigBlueprints

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * > sCurrentlyOpenedRigBlueprints;


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 Blueprint") virtual void SetPreviewMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * PreviewMesh, bool bMarkAsDirty )


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


code: UControlRigBlueprint()


description: Should the generic blueprint factory work for this blueprint?

code: virtual bool SupportedByDefaultBlueprintFactory() const


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


className: UControlRigBlueprint

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(IgnoreClassThumbnail)) class UControlRigBlueprint : public [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint), public [IInterface_PreviewMeshProvider](API\Runtime\Engine\Interfaces\IInterface_PreviewMeshProvider)

DrawContainer

type: FRigVMDrawConta...

type: TObjectPtr<URi...

HierarchySettings

type: FRigHierarchySe...

Influences

type: FRigInfluenceMa...

ShapeLibraries

type: TArray<TSoftOb...

ShapeLibrariesToLoadOnPackageLoaded

type: TArray<FString...

description: Shape libraries to load during package load completed


description: Returns true if the pin for a given struct should be unfolded into subpins for a graph.

code: virtual bool ShouldUnfoldStruct ( [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * InController, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct ) const


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


className: UControlRigSchema

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UControlRigSchema : public [URigVMSchema](API\Plugins\RigVMDeveloper\RigVMModel\URigVMSchema)


className: AddOrUpdateKey

description: Template specialization

module: ControlRigEditor

code: [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) AddOrUpdateKey ( [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * SectionToKey, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time, [ISequencer](API\Editor\Sequencer\ISequencer) & Sequencer, const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBindingID, [FTrackInstancePropertyBindings](API\Runtime\MovieScene\FTrackInstancePropertyBindings) * PropertyBindings )


className: CanCreateKeyEditor

description: Key editor overrides

code: bool CanCreateKeyEditor ( const [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel )


className: CreateCurveEditorModel

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FCurveModel](API\Editor\CurveEditor\FCurveModel) > CreateCurveEditorModel ( const [TMovieSceneChannelHandle](API\Runtime\MovieScene\Channels\TMovieSceneChannelHandle)< [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) > & Channel, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * OwningSection, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


className: DrawExtra

code: int32 DrawExtra ( [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * Owner, const [FSequencerChannelPaintArgs](API\Editor\Sequencer\FSequencerChannelPaintArgs) & PaintArgs, int32 LayerId )


className: CreateKeyEditor

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateKeyEditor ( const [TMovieSceneChannelHandle](API\Runtime\MovieScene\Channels\TMovieSceneChannelHandle)< [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) > & Channel, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * Section, const [FGuid](API\Runtime\Core\Misc\FGuid) & InObjectBindingID, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FTrackInstancePropertyBindings](API\Runtime\MovieScene\FTrackInstancePropertyBindings) > PropertyBindings, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > Sequencer )


className: DrawKeys

description: Key drawing overrides

code: void DrawKeys ( [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InKeyHandles, const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InOwner, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FKeyDrawParams](API\Editor\SequencerCore\MVVM\Views\FKeyDrawParams) > OutKeyDrawParams )


className: EAnimToolBlendOperation

code: enum EAnimToolBlendOperation { Tween, BlendToNeighbor, PushPull, }


className: ECastToControlRigBlueprintCases

description: This thumbnail renderer displays a given Control Rig

code: enum ECastToControlRigBlueprintCases { CastSucceeded, CastFailed, }


className: FNewMenuCommandsDelegate

code: typedef TBaseDelegate_NoParams< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > > FNewMenuCommandsDelegate


className: FOnGetRigElementTransform

code: typedef TBaseDelegate_ThreeParams< FTransform, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) &, bool, bool > FOnGetRigElementTransform


className: FOnSetRigElementTransform

code: typedef TBaseDelegate_ThreeParams< void, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) &, const FTransform &, bool > FOnSetRigElementTransform


description: Add keys on the controls's transform channels.

code: virtual void AddHandleTransformKeys ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer, const [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) * InHandle, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & InFrames, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InLocalTransforms, const EMovieSceneTransformChannel & InChannels )


code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetHandleConstraintSection ( const [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) * InHandle, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer )


description: Get theUMovieSceneControlRigParameterSectionfrom the ControlRig.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetHandleSection ( const [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) * InHandle, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer )


description: Get the world from the ControlRig.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetHandleWorld ( [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) * InHandle )


description: Add an active/inactive key to the constraint channel if needed and does the transform compensation on the control's transform channels.

code: virtual bool SmartConstraintKey ( [UTickableTransformConstraint](API\Runtime\Constraints\UTickableTransformConstraint) * InConstraint, const [TOptional](API\Runtime\Core\IO\TOptional)< bool > & InOptActive, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InTime, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer )


className: FControlConstraintChannelInterface


code: FControlRigSequencerBindingProxy()


code: FControlRigSequencerBindingProxy ( const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & InProxy, [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [UMovieSceneControlRigParameterTrack](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterTr-) * InTrack )


className: FControlRigSequencerBindingProxy

ControlRig

type: TObjectPtr<UCo...

Proxy

type: FMovieSceneBind...

Track

type: TObjectPtr<UMo...


description: Add keys to this curve

code: virtual void AddKeys ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyPosition](API\Editor\CurveEditor\FKeyPosition) > InPositions, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyAttributes](API\Editor\CurveEditor\FKeyAttributes) > InAttributes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TOptional](API\Runtime\Core\IO\TOptional)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) >> * OutKeyHandles )


description: FKeyBarCurveModel.

code: virtual void BuildContextMenu ( const [FCurveEditor](API\Editor\CurveEditor\FCurveEditor) & CurveEditor, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [TOptional](API\Runtime\Core\IO\TOptional)< [FCurvePointHandle](API\Editor\CurveEditor\FCurvePointHandle) > ClickedPoint )


description: Create key proxy objects for the specified key handles. One object should be assigned to OutObjects per index within InKeyHandles

code: virtual void CreateKeyProxies ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InKeyHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > OutObjects )


description: Draw the curve for the specified curve editor by populating an array with points on the curve between which lines should be drawn

code: virtual void DrawCurve ( const [FCurveEditor](API\Editor\CurveEditor\FCurveEditor) & CurveEditor, const [FCurveEditorScreenSpace](API\Editor\CurveEditor\FCurveEditorScreenSpace) & ScreenSpace, [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< double, double >> & InterpolatingPoints ) const


description:
Evaluate this curve at the specified time
true if this curve was successfully evaluated, false otherwise

code: virtual bool Evaluate ( double InTime, double & OutValue ) const


description: Find all of the ranges in this model. This should return an increasing set of ranges.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FKeyBarCurveModel::FBarRange](API\Editor\CurveEditor\FKeyBarCurveModel\FBarRange) > FindRanges()


description: FCurveModel.

code: virtual const void * GetCurve() const


description: Retrieve curve attributes for this curve

code: virtual void GetCurveAttributes ( [FCurveAttributes](API\Runtime\Engine\Curves\FCurveAttributes) & OutAttributes ) const


description: Retrieve all key attributes that pertain to the specified input key handles

code: virtual void GetKeyAttributes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InKeys, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FKeyAttributes](API\Editor\CurveEditor\FKeyAttributes) > OutAttributes ) const


description: Populate the specified draw info structure with data describing how to draw the specified point type

code: virtual void GetKeyDrawInfo ( ECurvePointType PointType, const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) InKeyHandle, [FKeyDrawInfo](API\Editor\CurveEditor\FKeyDrawInfo) & OutDrawInfo ) const


description: Retrieve all key positions that pertain to the specified input key handles

code: virtual void GetKeyPositions ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InKeys, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FKeyPosition](API\Editor\CurveEditor\FKeyPosition) > OutKeyPositions ) const


description: Retrieve all keys that lie in the specified time and value range

code: virtual void GetKeys ( const [FCurveEditor](API\Editor\CurveEditor\FCurveEditor) & CurveEditor, double MinTime, double MaxTime, double MinValue, double MaxValue, [TArray](API\Runtime\Core\Containers\TArray)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > & OutKeyHandles ) const


description: Get neighboring keys given the key handle

code: virtual void GetNeighboringKeys ( const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) InKeyHandle, [TOptional](API\Runtime\Core\IO\TOptional)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > & OutPreviousKeyHandle, [TOptional](API\Runtime\Core\IO\TOptional)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > & OutNextKeyHandle ) const


description: Get the number of keys

code: virtual int32 GetNumKeys() const


description: Get theUObjectthat owns this CurveModel, for example for Sequencer this would be theUMovieSceneSection

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


description: Get range of input time.

code: virtual void GetTimeRange ( double & MinTime, double & MaxTime ) const


description: Get range of output values.

code: virtual void GetValueRange ( double & MinValue, double & MaxValue ) const


description: Get if has changed and then reset it, this can be used for caching

code: virtual bool HasChangedAndResetTest()


description: Explicitly modify the curve data. Called before any change is made to the curve.

code: virtual void Modify()


description: Remove all the keys with the specified key handles from this curve

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


description: Assign curve attributes for this curve

code: virtual void SetCurveAttributes ( const [FCurveAttributes](API\Runtime\Engine\Curves\FCurveAttributes) & InAttributes )


description: Assign key attributes for the specified key handles

code: virtual void SetKeyAttributes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InKeys, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyAttributes](API\Editor\CurveEditor\FKeyAttributes) > InAttributes, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) ChangeType )


description: Assign key positions for the specified key handles

code: virtual void SetKeyPositions ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InKeys, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyPosition](API\Editor\CurveEditor\FKeyPosition) > InKeyPositions, [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) ChangeType )


className: ViewID

code: static ECurveEditorViewID ViewID = ECurveEditorViewID::Invalid;


code: FControlRigSpaceChannelCurveModel ( [TMovieSceneChannelHandle](API\Runtime\MovieScene\Channels\TMovieSceneChannelHandle)< [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) > InChannel, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InOwningSection, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > InWeakSequencer )


code: ~FControlRigSpaceChannelCurveModel()


className: FControlRigSpaceChannelCurveModel

code: class FControlRigSpaceChannelCurveModel : public [FKeyBarCurveModel](API\Editor\CurveEditor\FKeyBarCurveModel)


code: static void CompensateIfNeeded ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [ISequencer](API\Editor\Sequencer\ISequencer) * Sequencer, [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) * Section, [FName](API\Runtime\Core\UObject\FName) ControlName, [TOptional](API\Runtime\Core\IO\TOptional)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Time )


code: static void DeleteTransformKeysAtThisTime ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) * Section, [FName](API\Runtime\Core\UObject\FName) ControlName, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FKeyBarCurveModel::FBarRange](API\Editor\CurveEditor\FKeyBarCurveModel\FBarRange) > FindRanges ( [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * Section )


code: static [FSpaceChannelAndSection](API\Plugins\ControlRigEditor\FSpaceChannelAndSection) FindSpaceChannelAndSectionForControl ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [ISequencer](API\Editor\Sequencer\ISequencer) * Sequencer, bool bCreateIfNeeded )


code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColor ( const [FMovieSceneControlRigSpaceBaseKey](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceBaseKe-) & Key )


description: Retrieve the control and the channel infos for that ControlRig/Section.

code: static TPair< [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) *, [FChannelMapInfo](API\Plugins\ControlRig\Sequencer\FChannelMapInfo) * > GetControlAndChannelInfo ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) * Section, [FName](API\Runtime\Core\UObject\FName) ControlName )


code: static void GetFramesInThisSpaceAfterThisTime ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FMovieSceneControlRigSpaceBaseKey](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceBaseKe-) CurrentValue, [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * SectionToKey, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time, [TSortedMap](API\Runtime\Core\Containers\TSortedMap)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber), [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & OutMoreFrames )


description: Retrieve the number of float channels based on the control type.

code: static int32 GetNumFloatChannels ( const [ERigControlType](API\Plugins\ControlRig\Rigs\ERigControlType) InControlType )


code: static void HandleSpaceKeyTimeChanged ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FName](API\Runtime\Core\UObject\FName) ControlName, [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * SectionToKey, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) CurrentFrame, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) NextFrame )


code: static [FReply](API\Runtime\SlateCore\Input\FReply) OpenBakeDialog ( [ISequencer](API\Editor\Sequencer\ISequencer) * Sequencer, [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, int32 KeyIndex, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * SectionToKey )


code: static void SequencerBakeControlInSpace ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [ISequencer](API\Editor\Sequencer\ISequencer) * Sequencer, [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * SectionToKey, [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * RigHierarchy, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & ControlKey, [FRigSpacePickerBakeSettings](API\Plugins\ControlRigEditor\FRigSpacePickerBakeSettings) InSettings )


code: static [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) SequencerKeyControlRigSpaceChannel ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [ISequencer](API\Editor\Sequencer\ISequencer) * Sequencer, [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * SectionToKey, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Time, [URigHierarchy](API\Plugins\ControlRig\Rigs\URigHierarchy) * RigHierarchy, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & ControlKey, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & SpaceKey )


code: static void SequencerSpaceChannelKeyDeleted ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [ISequencer](API\Editor\Sequencer\ISequencer) * Sequencer, [FName](API\Runtime\Core\UObject\FName) ControlName, [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) * Channel, [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) * SectionToKey, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) TimeOfDeletion )


className: FControlRigSpaceChannelHelpers

description: Class that contains helper functions for various space switching activities

code: struct FControlRigSpaceChannelHelpers


code: FRigSpacePickerBakeSettings()


className: FRigSpacePickerBakeSettings

Settings

type: FBakingAnimatio...

TargetSpace

type: FRigElementKey


code: FSpaceChannelAndSection()


className: FSpaceChannelAndSection

code: struct FSpaceChannelAndSection

SectionToKey

type: UMovieSceneSect...

SpaceChannel

type: FMovieSceneCont...


code: void SetObjects ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)<> & InSelectedObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * BindingObject, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


className: IControlRigEditMode

code: class IControlRigEditMode : public [IPersonaEditMode](API\Editor\Persona\IPersonaEditMode)


className: IControlRigEditor

code: class IControlRigEditor : public [FRigVMEditor](API\Plugins\RigVMEditor\Editor\FRigVMEditor)


description:
Creates an instance of a Control Rig editor.
Interface to the new Control Rig editor

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IControlRigEditor](API\Plugins\ControlRigEditor\IControlRigEditor) > CreateControlRigEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * Blueprint )


className: IControlRigEditorModule

code: class IControlRigEditorModule : public [FRigVMEditorModule](API\Plugins\RigVMEditor\FRigVMEditorModule)


code: static [IControlRigEditorModule](API\Plugins\ControlRigEditor\IControlRigEditorModule) & Get()


className: SupportsCurveEditorModels

description: Context menu overrides void ExtendSectionMenu(FMenuBuilder& OuterMenuBuilder, TArray>&& Channels, TArrayViewSections, TWeakPtrInSequencer); void ExtendKeyMenu(FMenuBuilder& OuterMenuBuilder, TArray>&& Channels, TWeakPtrInSequencer); Curve editor models

code: bool SupportsCurveEditorModels ( const [TMovieSceneChannelHandle](API\Runtime\MovieScene\Channels\TMovieSceneChannelHandle)< [FMovieSceneControlRigSpaceChannel](API\Plugins\ControlRig\Sequencer\FMovieSceneControlRigSpaceChanne-) > & Channel )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseAnimSlider](API\Plugins\ControlRigEditor\Tools\FBaseAnimSlider) > > & GetAnimSliders() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseAnimSlider](API\Plugins\ControlRigEditor\Tools\FBaseAnimSlider) > > & GetAnimSliders()


code: void RegisterAnimSlider ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseAnimSlider](API\Plugins\ControlRigEditor\Tools\FBaseAnimSlider) > AnimSlider )


className: FAnimBlendTooLManager

description: Simple manager that holds all of the registered blend tools This will then be used by whatever the view wants to do to display these tool

code: class FAnimBlendTooLManager


description: FAnimSliderKeySelection

code: FContiguousKeys &40; const TArray< FKeyHandle > & InAllKeyHandles, const TArray< FKeyPosition > & InAllKeyPositions, const TArray< int32 > & ContiguousKeyIndices &41;


className: FContiguousKeys

description: List of keys in a row

code: struct FContiguousKeys

Indices

type: TArray< int32 >


code: void Add &40; const TArray< int32 > & ContiguousKeyIndices &41;


code: FContiguousKeysArray &40; const TArray< FKeyHandle > & InAllKeyHandle, const TArray< FKeyPosition > & InAllKeyPositions &41;


className: FContiguousKeysArray

description: All the selectedv keys in a row for a particular curve, plust pointers to all of the keys

code: struct FContiguousKeysArray

AllKeyHandles

type: TArray<FKeyHan...

AllKeyPositions

type: TArray<FKeyPos...

KeysArray

type: TArray<FContig...


code: bool Setup ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer )


className: FAnimSliderKeySelection

description: Contains the selection state for a set of keys to blend with the anim slider

code: struct FAnimSliderKeySelection

CurveEditor

type: TSharedPtr<FCu...

KeyMap

type: TMap<FCurveMod...


className: FObjectChannels

description: Set of possible float channels

code: struct FObjectChannels

KeyBounds

type: TArray<FChanne...


code: bool Setup ( const [TArray](API\Runtime\Core\Containers\TArray)< [UControlRig](API\Plugins\ControlRig\UControlRig) * > & SelectedControlRigs, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer )


className: FAnimSliderObjectSelection

description: Contains the selection state for a set of Control Rig Controls to blend with the anim slider

code: struct FAnimSliderObjectSelection

ChannelsArray

type: TArray<FObject...


description: Returns the current sequencer.

code: static [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > GetSequencer()


className: FBakingHelper

description: FBakingHelper

code: struct FBakingHelper


code: bool Blend ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer, const double BlendValue )


description: the name of the slider


description: the tooltip text for the slider


description: Setup up what's needed for the slider to blend

code: virtual bool Setup ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer )


code: virtual ~FBaseAnimSlider()


code: double DoBlend ( const double PreviousTime, const double PreviousValue, const double CurrentTime, const double CurrentValue, const double NextTime, const double NextValue, const double BlendValue )


className: FBaseAnimSlider

description: Base struct that performs common actions for slider animation tools

code: struct FBaseAnimSlider

KeySelection

type: FAnimSliderKeyS...

ObjectSelection

type: FAnimSliderObje...


className: FBasicBlendSlider

description: Slider that used the next and previous values to do the blend

code: struct FBasicBlendSlider : public [FBaseAnimSlider](API\Plugins\ControlRigEditor\Tools\FBaseAnimSlider)


code: virtual bool Blend ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer, const double BlendValue )


code: virtual double DoBlend ( const double PreviousTime, const double PreviousValue, const double CurrentTime, const double CurrentValue, const double NextTime, const double NextValue, const double BlendValue )


className: FBlendNeighborSlider

description: Similar to tween but will blend off of the current position when blending to the next or previous keys

code: struct FBlendNeighborSlider : public [FBasicBlendSlider](API\Plugins\ControlRigEditor\Tools\FBasicBlendSlider)


className: FChannelKeyBounds

description: Key bounds and their values used to blend with Controls and Actor float channels

code: struct FChannelKeyBounds

bValid

type: bool

CurrentFrame

type: FFrameNumber

CurrentValue

type: double

DoubleChannel

type: FMovieSceneDoub...

FloatChannel

type: FMovieSceneFloa...


description: Bake constraint over specified frames, frames must be in order

code: static void Bake ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UTickableTransformConstraint](API\Runtime\Constraints\UTickableTransformConstraint) * InConstraint, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer, const [TOptional](API\Runtime\Core\IO\TOptional)< [FBakingAnimationKeySettings](API\Editor\MovieSceneTools\FBakingAnimationKeySettings) > & InSettings, const [TOptional](API\Runtime\Core\IO\TOptional)< [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) >> & InFrames )


description: Bake Multiple Constraints using settings

code: static bool BakeMultiple ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TArray](API\Runtime\Core\Containers\TArray)< [UTickableTransformConstraint](API\Runtime\Constraints\UTickableTransformConstraint) * > & InConstraints, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer, const [FBakingAnimationKeySettings](API\Editor\MovieSceneTools\FBakingAnimationKeySettings) & Settings )


className: FConstraintBaker

code: struct FConstraintBaker


code: FControlRigForWorldTransforms()


className: FControlRigForWorldTransforms

description: Specification containing a Control Rig and a list of selected Controls we use to get World Transforms for Snapping.

ControlNames

type: TArray<FName>

ControlRig

type: TWeakObjectPtr<...


description: Get the ControlRig Transforms for current Sequencer

code: bool GetControlRigControlTransforms ( [ISequencer](API\Editor\Sequencer\ISequencer) * Sequencer, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, const [FName](API\Runtime\Core\UObject\FName) & ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & ParentTransforms, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms )


description: Get the ControlRig Transforms from specified MovieSceneSequence. This will create a new player to evalaute so can be used on MovieSceneSequence that isn't in the scene

code: bool GetControlRigControlTransforms ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, const [FName](API\Runtime\Core\UObject\FName) & ControlName, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & ParentTransforms, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms )


description: Get Current Active Sequencer in the Level.

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > GetSequencer()


description: Snap the passed in children over the start and end frames.

code: bool SnapIt ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) StartFrame, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) EndFrame, const [FControlRigSnapperSelection](API\Plugins\ControlRigEditor\Tools\FControlRigSnapperSelection) & ChildrenToSnap, const [FControlRigSnapperSelection](API\Plugins\ControlRigEditor\Tools\FControlRigSnapperSelection) & ParentToSnap, const [UControlRigSnapSettings](API\Plugins\ControlRigEditor\Tools\UControlRigSnapSettings) * SnapSettings )


className: FControlRigSnapper

code: struct FControlRigSnapper


code: int32 NumSelected() const


className: FControlRigSnapperSelection

description: Selection from the UI to Snap To. Contains a set of Actors and/or Control Rigs to snap onto or from.

Actors

type: TArray<FActorF...

ControlRigs

type: TArray<FContro...


description: the name of the slider


description: the tooltip text for the slider


code: bool Setup ( const [TArray](API\Runtime\Core\Containers\TArray)< [UControlRig](API\Plugins\ControlRig\UControlRig) * > & SelectedControlRigs, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer )


code: virtual bool Setup ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & InSequencer )


className: FControlsToTween

description: Classic tween slider, will move to the blend between the next and previous keys

code: struct FControlsToTween : public [FBasicBlendSlider](API\Plugins\ControlRigEditor\Tools\FBasicBlendSlider)


className: FPushPullSlider

description: Slider that will amplify or reduce the differences from the slope between the next or previous

code: struct FPushPullSlider : public [FBasicBlendSlider](API\Plugins\ControlRigEditor\Tools\FBasicBlendSlider)


code: virtual double DoBlend ( const double PreviousTime, const double PreviousValue, const double CurrentTime, const double CurrentValue, const double NextTime, const double NextValue, const double BlendValue )


description: UObjectImplementation.

code: virtual void BeginDestroy()


description: BeginUThumbnailRendererObject.

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


description: Draws a thumbnail for the object that was specified.

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


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


className: UControlRigPoseThumbnailRenderer

ControlRigPoseAsset

type: UControlRigPose...


className: UControlRigSnapSettings

description: Per Project Settings Animation Snapping

BakingKeySettings

type: EBakingKeySetti...

bKeepOffset

description: When snapping keep offset, If false snap completely

bSnapPosition

description: When snapping, also snap position

bSnapRotation

description: When snapping, also snap rotation

bSnapScale

description: When snapping, also snap scale

Tolerance

type: float


code: UCreateControlPoseAssetRigSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


code: UControlRigSnapSettings()


className: UCreateControlPoseAssetRigSettings

description: Default Settings for the Control Rig Asset, including the Default Asset Name

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

AssetName

type: FString

description: Asset Name


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig Blueprint", Meta=(ExpandEnumAsExecs="Branches")) static void CastToControlRigBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [ECastToControlRigBlueprintCases](API\Plugins\ControlRigEditor\ECastToControlRigBlueprintCases) & Branches, [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) *& AsControlRigBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Control Rig Blueprint") static [TArray](API\Runtime\Core\Containers\TArray)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > GetAvailableRigUnits()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Control Rig Blueprint") static [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetController ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Control Rig Blueprint") static [TArray](API\Runtime\Core\Containers\TArray)< [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * > GetCurrentlyOpenRigBlueprints()


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Control Rig Blueprint") static [URigHierarchyController](API\Plugins\ControlRig\Rigs\URigHierarchyController) * GetHierarchyController ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Control Rig Blueprint") static [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Control Rig Blueprint") static [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetModel ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig Blueprint") static void RecompileVM ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig Blueprint") static void RecompileVMIfRequired ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig Blueprint") static void RequestAutoVMRecompilation ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig Blueprint") static void SetPreviewMesh ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * PreviewMesh, bool bMarkAsDirty )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Rig Blueprint") static void RequestControlRigInit ( [UControlRigBlueprint](API\Plugins\ControlRigDeveloper\UControlRigBlueprint) * InRigBlueprint )


className: UControlRigBlueprintEditorLibrary


description:
Add a constraint possibly adding to sequencer also if one is open.
Returns the constraint if created all nullptr if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * AddConstraint ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, ETransformConstraintType InType, [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) * InChild, [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) * InParent, const bool bMaintainOffset )


description:
Bake the constraint to keys based on the passed in frames. This will use the open sequencer to bake. See ConstraintsScriptingLibrary to get the list of available constraints
Returns True if successful, False otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool BakeConstraint ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * Constraint, const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & Frames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Bake the constraint to keys based on the passed in settings. This will use the open sequencer to bake. See ConstraintsScriptingLibrary to get the list of available constraints
Returns True if successful, False otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool BakeConstraints ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [TArray](API\Runtime\Core\Containers\TArray)< [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * > & InConstraints, const [FBakingAnimationKeySettings](API\Editor\MovieSceneTools\FBakingAnimationKeySettings) & InSettings )


description: Bake specified Control Rig Controls to a specified Space based upon the current settings

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


description:
Bake the current animation in the binding to a Control Rig track
returns True if successful, False otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool BakeToControlRig ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ControlRigClass, [UAnimSeqExportOption](API\Editor\UnrealEd\Exporters\UAnimSeqExportOption) * ExportOptions, bool bReduceKeys, float Tolerance, const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & Binding )


description: Peform specified blend operation based upon selected keys in the curve editor or selected control rig controls

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool BlendValuesOnSelected ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [EAnimToolBlendOperation](API\Plugins\ControlRigEditor\EAnimToolBlendOperation) BlendOperation, float BlendValue )


description: Collapse and bake all sections and layers on a control rig track to just one section.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool CollapseControlRigAnimLayers ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UMovieSceneControlRigParameterTrack](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterTr-) * InTrack, bool bKeyReduce, float Tolerance )


description: Collapse and bake all sections and layers on a control rig track to just one section using passed in settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool CollapseControlRigAnimLayersWithSettings ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UMovieSceneControlRigParameterTrack](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterTr-) * InTrack, const [FBakingAnimationKeySettings](API\Editor\MovieSceneTools\FBakingAnimationKeySettings) & InSettings )


description:
Compensate constraint at the specfied time
Returns true if it can compensate

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


description:
Compensate constraint at all keys
Returns true if it can compensate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool CompensateAll ( [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * InConstraint )


description:
Delete the Key for the Constraint at the specified time.
Will return false if function fails, for example if there is no key at this time it will fail.

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


description:
Delete the Control Rig Space Key for the Control at the specified time. This will delete any attached Control Rig keys at this time and will perform any needed compensation to the new space.
Will return false if function fails, for example if there is no key at this time it will fail.

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


description: Exports an FBX from the given control rig section.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | FBX") static bool ExportFBXFromControlRigSection ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * Sequence, const [UMovieSceneControlRigParameterSection](API\Plugins\ControlRig\Sequencer\UMovieSceneControlRigParameterSe-) * Section, const [UMovieSceneUserExportFBXControlRigSettings](API\Editor\MovieSceneTools\UMovieSceneUserExportFBXControlR-) * ExportFBXControlRigSettings )


description:
Find or create a Control Rig track of a specific class based upon the binding
returns Return the found or created track

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * FindOrCreateControlRigTrack ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ControlRigClass, const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & InBinding )


description:
Find or create a Control Rig Component
returns Find array of component Control Rigs that were found or created

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * > FindOrCreateControlRigComponentTrack ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & InBinding )


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

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static FTransform GetActorWorldTransform ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


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

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


description:
Get the constraint keys for the specified constraint
Returns true if we got the keys from this constraint

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool GetConstraintKeys ( [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * InConstraint, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * ConstraintSection, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutBools, [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & OutFrames, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )


description:
Get all constraints for this object, which is described by a transformable handle
Returns array of Constraints this handle is constrained to.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static [TArray](API\Runtime\Core\Containers\TArray)< [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * > GetConstraintsForHandle ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) * InChild )


description:
Get all of the control rigs and their bindings in the level sequence
returns list of Control Rigs in the level sequence.

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


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

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


description:
Get ControlRig Control's World Transforms at specific times
Returns World Transforms

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


description: Get the controls mask for the given ControlName

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool GetControlsMask ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection, [FName](API\Runtime\Core\UObject\FName) ControlName )


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

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


description:
Get FKControlRig Apply Mode.
The EControlRigFKRigExecuteMode mode it is in, either Replace,Additive or Direct

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


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

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