className: FIKRigEditorController

description: A home for cross-widget communication to synchronize state across all tabs and viewport

code: class FIKRigEditorController : public [TSharedFromThis< FIKRigEditorController >](API\Runtime\Core\Templates\TSharedFromThis), private [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

AnimInstance

type: TObjectPtr<UIK...

description: Viewport anim instance

AssetController

description: All modifications to the data model should go through this controller

bManipulatingGoals

description: UI and viewport selection state.

ChainAnalyzer

type: FRetargetChainA...

description: Used to analyze a retarget chain

EditorToolkit

description: The persona toolkit

SkelMeshComponent

type: UDebugSkelMeshC...

description: Viewport skeletal mesh


module: IKRigEditor

code: static [FIKRigEditorStyle](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorStyle) & Get()


className: FIKRigEditorStyle

code: class FIKRigEditorStyle : public [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet)


description: ENDFAssetEditorToolkitinterfaceFGCObjectinterface

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Returns the localized name of this toolkit type (typically just "editor")

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


description: ENDFSelfRegisteringEditorUndoClientinterface

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorController](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorController) > GetController() const


description: IHasPersonaToolkitinterface

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaToolkit](API\Editor\Persona\IPersonaToolkit) > GetPersonaToolkit() const


description: Overload this method to report a name for your referencer

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


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Returns the invariant name of this toolkit type

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


description: Returns the localized name of this toolkit

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


description: Returns the localize prefix string to use for tab labels in world-centric mode.

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


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWorldCentricTabColorScale() const


code: void HandleDetailsCreated ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > & InDetailsView ) const


code: void HandleOnPreviewSceneSettingsCustomized ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) const


description: Tab creation callbacks

code: void HandlePreviewSceneCreated ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPersonaPreviewScene )


code: void HandleViewportCreated ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaViewport](API\Editor\Persona\IPersonaViewport) > & InViewport )


code: void InitAssetEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * IKRigAsset )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: FAssetEditorToolkitinterface

code: virtual void OnClose()


description: ENDIHasPersonaToolkitinterfaceFSelfRegisteringEditorUndoClientinterface

code: virtual void PostUndo ( bool bSuccess )


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: ENDFGCObjectinterface

code: virtual void Tick ( float DeltaTime )


description: Unregister tabs that this toolkit can spawn

code: virtual void UnregisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


code: virtual ~FIKRigEditorToolkit()


description: IDetailCustomizationinterface

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


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FIKRigGenericDetailCustomization

code: class FIKRigGenericDetailCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


className: FIKRigHierarchyFilterOptions

code: struct FIKRigHierarchyFilterOptions

bHideUnaffectedBones

type: bool


className: FIKRigEditorToolkit

code: class FIKRigEditorToolkit : public [FPersonaAssetEditorToolkit](API\Editor\Persona\FPersonaAssetEditorToolkit), public [IHasPersonaToolkit](API\Editor\Persona\IHasPersonaToolkit), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FSelfRegisteringEditorUndoClient](API\Editor\UnrealEd\FSelfRegisteringEditorUndoClient), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)


description: FApplicationModeinterface

code: virtual void RegisterTabFactories ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager )


code: FIKRigMode ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication) > InHostingApp, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > InPreviewScene )


className: FIKRigMode

code: class FIKRigMode : public [FApplicationMode](API\Editor\UnrealEd\WorkflowOrientedApp\FApplicationMode)

IKRigEditorPtr

type: TWeakPtr<FIKRi...

description: ENDFApplicationModeinterface The hosting app

TabFactories

type: FWorkflowAllowe...

description: The tab factories we support


description: Creates the widget that will be the body of the new tab Users will most commonly override just this.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTabBody ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Create a tooltip widget for the tab.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > CreateTabToolTipWidget ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


className: TabID

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


code: FIKRigOutputLogTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorToolkit](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorToolkit) > & InIKRigEditor )


className: FIKRigOutputLogTabSummoner

code: struct FIKRigOutputLogTabSummoner : public [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory)


code: FIKRigRetargetChainSettings()


code: FIKRigRetargetChainSettings ( [FName](API\Runtime\Core\UObject\FName) InChainName, const [FName](API\Runtime\Core\UObject\FName) & InStartBone, const [FName](API\Runtime\Core\UObject\FName) & InEndBone )


className: FIKRigRetargetChainSettings

ChainName

type: FName


code: FIKRigRetargetChainTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorToolkit](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorToolkit) > & InIKRigEditor )


className: FIKRigRetargetChainTabSummoner

code: struct FIKRigRetargetChainTabSummoner : public [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory)


description: Initialize commands

code: virtual void RegisterCommands()


className: FIKRigSkeletonCommands

code: class FIKRigSkeletonCommands : public [TCommands< FIKRigSkeletonCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

AddBoneSettings

type: TSharedPtr<FUI...

description: Add bone setting to bone

ClearRetargetRoot

description: Clear the retarget root

ConnectGoalToSolver

description: Add goal to selected solvers

DeleteElement

description: Delete selected element

DisconnectGoalFromSolver

description: Remove goal to selected solvers

ExcludeBone

description: Remove bone from solve

IncludeBone

description: Add bone to solve

NewGoal

description: Create new goal on selected bone

NewRetargetChain

description: Create retarget chain

RemoveBoneSettings

description: Remove bone setting from bone

RenameGoal

description: Rename selected goal

SetEndBoneOnSolver

description: Set end bone on selected solvers (Pole Solvers only)

SetRetargetRoot

description: Set the retarget root

SetRootBoneOnSolver

description: Set root bone on selected solvers


description: The widget decorator to use

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


code: static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()


description: Checks whether this drag and drop operation can cast safely to the specified type.

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


className: FIKRigSkeletonDragDropOp

code: class FIKRigSkeletonDragDropOp : public [FDecoratedDragDropOp](API\Editor\UnrealEd\DragAndDrop\FDecoratedDragDropOp)


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigSkeletonDragDropOp](API\Plugins\IKRigEditor\RigEditor\FIKRigSkeletonDragDropOp) > New ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) > InElement )


code: FIKRigSkeletonTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorToolkit](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorToolkit) > & InIKRigEditor )


className: FIKRigSkeletonTabSummoner

code: struct FIKRigSkeletonTabSummoner : public [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory)


className: FIKRigSolverStackDragDropOp

code: class FIKRigSolverStackDragDropOp : public [FDecoratedDragDropOp](API\Editor\UnrealEd\DragAndDrop\FDecoratedDragDropOp)

Element

type: TWeakPtr<FSolv...


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigSolverStackDragDropOp](API\Plugins\IKRigEditor\RigEditor\FIKRigSolverStackDragDropOp) > New ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FSolverStackElement](API\Plugins\IKRigEditor\RigEditor\FSolverStackElement) > InElement )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTabBody ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


description: Create a tooltip widget for the tab.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) > CreateTabToolTipWidget ( const [FWorkflowTabSpawnInfo](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabSpawnInfo) & Info ) const


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


code: FIKRigSolverStackTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorToolkit](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorToolkit) > & InIKRigEditor )


className: FIKRigSolverStackTabSummoner

code: struct FIKRigSolverStackTabSummoner : public [FWorkflowTabFactory](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowTabFactory)


className: FIKRigSolverTypeAndName

code: struct FIKRigSolverTypeAndName

NiceName

type: FText

SolverType

type: TSubclassOf<UI...


className: FOnRenameRequested

code: typedef TBaseDelegate_NoParams< void > FOnRenameRequested


description: Get the name of the retarget chain this element belongs to (or NAME_None if not in a chain)


description: Get the underlying object

code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetObject() const


description: Delegate for when the context menu requests a rename

code: void RequestRename()


code: FIKRigTreeElement ( const [FText](API\Runtime\Core\Internationalization\FText) & InKey, [IKRigTreeElementType](API\Plugins\IKRigEditor\RigEditor\IKRigTreeElementType) InType, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorController](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorController) > & InEditorController )


className: FIKRigTreeElement

code: class FIKRigTreeElement : public [TSharedFromThis< FIKRigTreeElement >](API\Runtime\Core\Templates\TSharedFromThis)

bIsHidden

description: Determines if this item is filtered out of the view

BoneName

description: Name of bone if it is one

BoneSettingBoneName

description: Bone setting meta-data (if it is a bone setting)

Children

type: TArray<TShared...

EffectorGoalName

description: Effector meta-data (if it is an effector)

ElementType

type: IKRigTreeElemen...

GoalName

description: Name of goal if it is one

OnRenameRequested

type: FOnRenameReques...

Parent

type: TSharedPtr<FIK...


code: void AssignBestGuessName ( [FBoneChain](API\Plugins\IKRig\Rig\FBoneChain) & Chain, const [FIKRigSkeleton](API\Plugins\IKRig\Rig\FIKRigSkeleton) & IKRigSkeleton )


code: static [EChainSide](API\Plugins\IKRigEditor\RigEditor\EChainSide) GetSideOfChain ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BoneIndices, const [FIKRigSkeleton](API\Plugins\IKRig\Rig\FIKRigSkeleton) & IKRigSkeleton )


className: FRetargetChainAnalyzer

description: Use string matching and skeletal analysis to suggest a reasonable default name for retarget chains

code: struct FRetargetChainAnalyzer

TextFilter

type: TSharedPtr<FTe...


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FRetargetChainElement](API\Plugins\IKRigEditor\RigEditor\FRetargetChainElement) > Make ( const [FName](API\Runtime\Core\UObject\FName) & InChainName )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeListRowWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FRetargetChainElement](API\Plugins\IKRigEditor\RigEditor\FRetargetChainElement) > InStackElement, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigRetargetChainList](API\Plugins\IKRigEditor\RigEditor\SIKRigRetargetChainList) > InChainList )


className: FRetargetChainElement

description: No constructors are accessible with public or protected access.

code: class FRetargetChainElement


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSolverStackElement](API\Plugins\IKRigEditor\RigEditor\FSolverStackElement) > Make ( [FText](API\Runtime\Core\Internationalization\FText) DisplayName, int32 SolverIndex )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeListRowWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSolverStackElement](API\Plugins\IKRigEditor\RigEditor\FSolverStackElement) > InStackElement, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigSolverStack](API\Plugins\IKRigEditor\RigEditor\SIKRigSolverStack) > InSolverStack )


className: FSolverStackElement

code: class FSolverStackElement


description:
Method that specifies whether the hit proxyalwaysallows translucent primitives to be associated with it or not, regardless of any other engine/editor setting. For example, if translucent selection was disabled, any hit proxies returning true would still allow translucent selection.
true if translucent primitives are always allowed with this hit proxy; false otherwise

code: virtual bool AlwaysAllowsTranslucentPrimitives() const


description: Override to change the mouse based on what it is hovering over.


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HIKRigEditorBoneProxy ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


className: HIKRigEditorBoneProxy

code: struct HIKRigEditorBoneProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)


code: HIKRigEditorGoalProxy ( const [FName](API\Runtime\Core\UObject\FName) & InGoalName )


className: HIKRigEditorGoalProxy

code: struct HIKRigEditorGoalProxy : public [HHitProxy](API\Runtime\Engine\HHitProxy)


code: void Construct ( const [FArguments](API\Plugins\IKRigEditor\RigEditor\SIKRigAssetBrowser\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorController](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorController) > InEditorController )


className: IKRigTreeElementType

code: enum IKRigTreeElementType { BONE, GOAL, SOLVERGOAL, BONE_SETTINGS, }


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SIKRigAssetBrowser >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SIKRigAssetBrowser

code: class SIKRigAssetBrowser : public [SBox](API\Runtime\Slate\Widgets\Layout\SBox)


code: void AddSelectedItemFromViewport ( const [FName](API\Runtime\Core\UObject\FName) & ItemName, [IKRigTreeElementType](API\Plugins\IKRigEditor\RigEditor\IKRigTreeElementType) ItemType, const bool bReplace )


code: void Construct ( const [FArguments](API\Plugins\IKRigEditor\RigEditor\SIKRigHierarchy\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorController](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorController) > InEditorController )


code: struct FArguments : public [TSlateBaseNamedArgs< SIKRigHierarchy >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void GetSelectedBoneChains ( [TArray](API\Runtime\Core\Containers\TArray)< [FBoneChain](API\Plugins\IKRig\Rig\FBoneChain) > & OutChains ) const


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


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


code: void GetSelectedBones ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) >> & OutBoneItems ) const


code: void GetSelectedGoals ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) >> & OutSelectedGoals ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) > > GetSelectedItems() const


code: bool HasSelectedItems() const


description: Selection state queries

code: static bool IsBoneInSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) >> & SelectedBoneItems, const [FName](API\Runtime\Core\UObject\FName) & BoneName )


description: Determine if the element is connected to ANY solver

code: bool IsElementConnectedToAnySolver ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) > TreeElement )


description: END selection state queries determine if the element is connected to the selected solver

code: bool IsElementConnectedToSolver ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) > TreeElement, int32 SolverIndex )


code: bool IsGoalSelected ( const [FName](API\Runtime\Core\UObject\FName) & GoalName )


description: Determine if the element is an excluded bone

code: bool IsElementExcludedBone ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) > TreeElement )


className: SIKRigHierarchy

code: class SIKRigHierarchy : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)


code: void Construct ( const [FArguments](API\Plugins\IKRigEditor\RigEditor\SIKRigHierarchyItem\FArguments) & InArgs )


code: WidgetArgsType & EditorController &40; TWeakPtr< FIKRigEditorController > InArg &41;


code: WidgetArgsType & HierarchyView &40; TWeakPtr< SIKRigHierarchy > InArg &41;


code: WidgetArgsType & TreeElement &40; TWeakPtr< FIKRigTreeElement > InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SIKRigHierarchyItem >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void Construct ( const [FArguments](API\Plugins\IKRigEditor\RigEditor\SIKRigOutputLog\FArguments) & InArgs, const [FName](API\Runtime\Core\UObject\FName) & InLogName )


className: SIKRigHierarchyItem

code: class SIKRigHierarchyItem : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: struct FArguments : public [TSlateBaseNamedArgs< SIKRigOutputLog >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SIKRigOutputLog

code: class SIKRigOutputLog : public [SBox](API\Runtime\Slate\Widgets\Layout\SBox)


code: void Construct ( const [FArguments](API\Plugins\IKRigEditor\RigEditor\SIKRigRetargetChainList\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorController](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorController) > InEditorController )


code: struct FArguments : public [TSlateBaseNamedArgs< SIKRigRetargetChainList >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


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


className: SIKRigRetargetChainList

code: class SIKRigRetargetChainList : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)


code: void Construct ( const [FArguments](API\Runtime\Slate\Widgets\Layout\SBorder\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTableView, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FRetargetChainElement](API\Plugins\IKRigEditor\RigEditor\FRetargetChainElement) > InChainElement, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigRetargetChainList](API\Plugins\IKRigEditor\RigEditor\SIKRigRetargetChainList) > InChainList )


description: Overridden fromSMultiColumnTableRow. Generates a widget for this column of the table row.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateWidgetForColumn ( const [FName](API\Runtime\Core\UObject\FName) & ColumnName )


className: SIKRigRetargetChainRow

code: class SIKRigRetargetChainRow : public [SMultiColumnTableRow< TSharedPtr< FRetargetChainElement > >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


code: void Construct ( const [FArguments](API\Plugins\IKRigEditor\RigEditor\SIKRigSkeletonRow\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable )


code: WidgetArgsType & EditorController &40; TSharedPtr< FIKRigEditorController > InArg &41;


code: WidgetArgsType & HierarchyView &40; TSharedPtr< SIKRigHierarchy > InArg &41;


code: WidgetArgsType & TreeElement &40; TSharedPtr< FIKRigTreeElement > InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SIKRigSkeletonRow >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Overridden fromSMultiColumnTableRow. Generates a widget for this column of the list view.


code: [TOptional](API\Runtime\Core\IO\TOptional)< EItemDropZone > HandleCanAcceptDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, EItemDropZone DropZone, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) > TargetItem )


code: [FReply](API\Runtime\SlateCore\Input\FReply) HandleAcceptDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, EItemDropZone DropZone, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) > TargetItem )


description: EndSMultiColumnTableRowdrag and drop

code: [FReply](API\Runtime\SlateCore\Input\FReply) HandleDragDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


className: SIKRigSkeletonRow

code: class SIKRigSkeletonRow : public [SMultiColumnTableRow< TSharedPtr< FIKRigTreeElement > >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


code: void Construct ( const [FArguments](API\Plugins\IKRigEditor\RigEditor\SIKRigSolverStack\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRigEditorController](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorController) > InEditorController )


code: struct FArguments : public [TSlateBaseNamedArgs< SIKRigSolverStack >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SIKRigSolverStack

code: class SIKRigSolverStack : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)


code: void Construct ( const [FArguments](API\Runtime\Slate\Widgets\Layout\SBorder\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSolverStackElement](API\Plugins\IKRigEditor\RigEditor\FSolverStackElement) > InStackElement, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigSolverStack](API\Plugins\IKRigEditor\RigEditor\SIKRigSolverStack) > InSolverStack )


code: bool GetWarningMessage ( [FText](API\Runtime\Core\Internationalization\FText) & Message )


className: SIKRigSolverStackItem

code: class SIKRigSolverStackItem : public [STableRow< TSharedPtr< FSolverStackElement > >](API\Runtime\Slate\Widgets\Views\STableRow)


className: SRetargetChainListViewType

code: typedef [SListView](API\Editor\UnrealEd\Editor\SListView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRetargetChainElement](API\Plugins\IKRigEditor\RigEditor\FRetargetChainElement) > > SRetargetChainListViewType


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

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


className: SSolverStackListViewType

code: typedef [SListView](API\Editor\UnrealEd\Editor\SListView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSolverStackElement](API\Plugins\IKRigEditor\RigEditor\FSolverStackElement) > > SSolverStackListViewType


code: void SetIKRigAsset ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * IKRigAsset )


code: void SetProcessorNeedsInitialized()


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


className: CurrentTransformRelative

code: static bool CurrentTransformRelative = {true, true, true};


className: UIKRigAnimInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotBlueprintable) class UIKRigAnimInstance : public [UAnimPreviewInstance](API\Editor\AnimGraph\UAnimPreviewInstance)


code: [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > GetTransform ( [EIKRigTransformType::Type](API\Plugins\IKRig\Rig\EIKRigTransformType__Type) TransformType ) const


code: template<typename [DataType](API\Plugins\OptimusCore\DataType)> void GetContentFromData ( const [DataType](API\Plugins\OptimusCore\DataType) & InData, [FString](API\Runtime\Core\Containers\FString) & Content ) const


code: bool IsComponentRelative ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [EIKRigTransformType::Type](API\Plugins\IKRig\Rig\EIKRigTransformType__Type) TransformType ) const


code: void OnComponentRelativeChanged ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, bool bIsRelative, [EIKRigTransformType::Type](API\Plugins\IKRig\Rig\EIKRigTransformType__Type) TransformType )


code: void OnCopyToClipboard ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [EIKRigTransformType::Type](API\Plugins\IKRig\Rig\EIKRigTransformType__Type) TransformType ) const


className: ReferenceTransformRelative

code: static bool ReferenceTransformRelative = {true, true, true};


code: void OnPasteFromClipboard ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [EIKRigTransformType::Type](API\Plugins\IKRig\Rig\EIKRigTransformType__Type) TransformType )


description: Todo update bone info automatically using something else

code: void SetBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName )


className: UIKRigBoneDetails

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

AnimInstancePtr

type: TWeakObjectPtr<...

CurrentTransform

type: FTransform


description: GOALS PUBLIC/SCRIPTING API

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) AddNewGoal ( const [FName](API\Runtime\Core\UObject\FName) GoalName, const [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Add settings to the given Bone/Solver. Does nothing if Bone already has settings in this Solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool AddBoneSetting ( const [FName](API\Runtime\Core\UObject\FName) BoneName, int32 SolverIndex ) const


description: RETARGETING C++ ONLY API

code: [FName](API\Runtime\Core\UObject\FName) AddRetargetChain ( const [FBoneChain](API\Plugins\IKRig\Rig\FBoneChain) & BoneChain ) const


description: RETARGETING PUBLIC/SCRIPTING APIAdd a new chain with the given Chain and Bone names. Returns newly created chain name (uniquified). Note: only the ChainName is required here, all else can be set later.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) AddRetargetChain ( const [FName](API\Runtime\Core\UObject\FName) ChainName, const [FName](API\Runtime\Core\UObject\FName) StartBoneName, const [FName](API\Runtime\Core\UObject\FName) EndBoneName, const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: SOLVERS PUBLIC/SCRIPTING API

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) int32 AddSolver ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UIKRigSolver](API\Plugins\IKRig\Rig\Solvers\UIKRigSolver) > InSolverClass ) const


description: Force all currently connected processors to reinitialize using latest asset state


description: BONES C++ ONLY API

code: bool CanAddBoneSetting ( const [FName](API\Runtime\Core\UObject\FName) BoneName, int32 SolverIndex ) const


description: Connect the given Goal to the given Solver. This creates an "Effector" with settings specific to this Solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool ConnectGoalToSolver ( const [FName](API\Runtime\Core\UObject\FName) GoalName, int32 SolverIndex ) const


className: Controllers

description: Static global map of assets to their associated controller.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) *, [UIKRigController](API\Plugins\IKRigEditor\RigEditor\UIKRigController) * > Controllers;


description: Disconnect the given Goal from the given Solver. This removes the Effector that associates the Goal with the Solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool DisconnectGoalFromSolver ( const [FName](API\Runtime\Core\UObject\FName) GoalToRemove, int32 SolverIndex ) const


className: FOnIKRigNeedsInitialized

description: Called whenever the rig is modified in such a way that would require re-initialization by dependent systems.

code: typedef TMulticastDelegate_OneParam< void, [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * > FOnIKRigNeedsInitialized


description: Returns true if the given Bone has any settings in any Solver.

code: bool DoesBoneHaveSettings ( const [FName](API\Runtime\Core\UObject\FName) BoneName ) const


className: FOnRetargetChainAdded

description: Called whenever a retarget chain is added.

code: typedef TMulticastDelegate_OneParam< void, [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * > FOnRetargetChainAdded


description: Returns true if settings for this Bone can be removed from the given Solver.

code: bool CanRemoveBoneSetting ( const [FName](API\Runtime\Core\UObject\FName) BoneName, int32 SolverIndex ) const


className: FOnRetargetChainRemoved

description: Called whenever a retarget chain is removed.

code: typedef TMulticastDelegate_TwoParams< void, [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) *, const [FName](API\Runtime\Core\UObject\FName) > FOnRetargetChainRemoved


className: FOnRetargetChainRenamed

description: Called whenever a retarget chain is renamed.

code: typedef TMulticastDelegate_ThreeParams< void, [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) *, [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > FOnRetargetChainRenamed


description: GENERAL C++ ONLY APIGet the asset this controller controls. Warning: Do not use for general editing of the data model. If you need to make modifications to the asset, do so through the API provided by this controller.

code: [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * GetAsset() const


description: Get access to the list of Goals.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) const [TArray](API\Runtime\Core\Containers\TArray)< [UIKRigEffectorGoal](API\Plugins\IKRig\Rig\UIKRigEffectorGoal) * > & GetAllGoals() const


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) > & GetAssetPtr()


description: Returns true if the given Bone is excluded, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) bool GetBoneExcluded ( const [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: The the Bone associated with the given Goal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) GetBoneForGoal ( const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: Get the generic (Solver-specific) Bone settingsUObjectfor this Bone in the given Solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetBoneSettings ( const [FName](API\Runtime\Core\UObject\FName) BoneName, int32 SolverIndex ) const


description: GENERAL PUBLIC/SCRIPTING API

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) static [UIKRigController](API\Plugins\IKRigEditor\RigEditor\UIKRigController) * GetController ( const [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * InIKRigDefinition )


description: Get the name of the end bone on a given solver. (not all solvers require extra end bones, checks CanSetEndBone() first)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) GetEndBone ( int32 SolverIndex ) const


description: Get read-write access to the Goal with the given name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [UIKRigEffectorGoal](API\Plugins\IKRig\Rig\UIKRigEffectorGoal) * GetGoal ( const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: Get the global-space transform of the given Goal. This may be set by the user in the editor, or at runtime.

code: FTransform GetGoalCurrentTransform ( const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: GOALS C++ ONLY API

code: int32 GetGoalIndex ( const [FName](API\Runtime\Core\UObject\FName) InGoalName, const ENameCase CompareMethod ) const


description: Get the Goal associated with the given Bone (may be NAME_None)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) GetGoalNameForBone ( const [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Get theUObjectfor the settings associated with the given Goal in the given Solver. Solvers can define their own per-Goal settings depending on their needs. These are termed "Effectors".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetGoalSettingsForSolver ( const [FName](API\Runtime\Core\UObject\FName) GoalName, int32 SolverIndex ) const


description: SKELETON C++ ONLY API

code: const [FIKRigSkeleton](API\Plugins\IKRig\Rig\FIKRigSkeleton) & GetIKRigSkeleton() const


description: Get the number of solvers in the stack.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) int32 GetNumSolvers() const


description: Get access to the given solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) int32 GetIndexOfSolver ( [UIKRigSolver](API\Plugins\IKRig\Rig\Solvers\UIKRigSolver) * Solver ) const


description: Get the global-space retarget pose transform of the given Bone.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) FTransform GetRefPoseTransformOfBone ( const [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Get read-only access to a single retarget chain with the given name.

code: const [FBoneChain](API\Plugins\IKRig\Rig\FBoneChain) * GetRetargetChainByName ( const [FName](API\Runtime\Core\UObject\FName) ChainName ) const


description: Get the Start Bone name for the given Chain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) GetRetargetChainEndBone ( const [FName](API\Runtime\Core\UObject\FName) ChainName ) const


description: Get the name of the retarget chain that contains the given Goal. Returns NAME_None if Goal not in a Chain.

code: [FName](API\Runtime\Core\UObject\FName) GetRetargetChainFromGoal ( const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: Get the name of the retarget chain that contains the given Bone. Returns NAME_None if Bone not in a Chain.

code: [FName](API\Runtime\Core\UObject\FName) GetRetargetChainFromBone ( const [FName](API\Runtime\Core\UObject\FName) BoneName, const [FIKRigSkeleton](API\Plugins\IKRig\Rig\FIKRigSkeleton) * OptionalSkeleton ) const


description: Get the Goal name for the given Chain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) GetRetargetChainGoal ( const [FName](API\Runtime\Core\UObject\FName) ChainName ) const


description: Get read-only access to the list of Chains.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneChain](API\Plugins\IKRig\Rig\FBoneChain) > & GetRetargetChains() const


description: Get the End Bone name for the given Chain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) GetRetargetChainStartBone ( const [FName](API\Runtime\Core\UObject\FName) ChainName ) const


description: Get the name of the Root Bone of the retargeting (can only be one).


description: Get the name of the root bone on a given solver. (not all solvers support root bones, checks CanSetRootBone() first)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) GetRootBone ( int32 SolverIndex ) const


description: Get access to the given solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [UIKRigSolver](API\Plugins\IKRig\Rig\Solvers\UIKRigSolver) * GetSolverAtIndex ( int32 Index ) const


description: SOLVERS C++ ONLY API

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UIKRigSolver](API\Plugins\IKRig\Rig\Solvers\UIKRigSolver) * > & GetSolverArray() const


description: Get the skeletal mesh this asset is initialized with.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh() const


description: Get enabled status of the given solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) bool GetSolverEnabled ( int32 SolverIndex ) const


description: Add a suffix as needed to ensure the Goal name is unique.

code: [FName](API\Runtime\Core\UObject\FName) GetUniqueGoalName ( const [FName](API\Runtime\Core\UObject\FName) NameToMakeUnique ) const


description: Get unique label for a given solver. Returns dash separated index and name like so, "0 - SolverName".

code: [FString](API\Runtime\Core\Containers\FString) GetSolverUniqueName ( int32 SolverIndex ) const


description: Make unique name for a retargeting bone chain. Adds a numbered suffix to make it unique.

code: [FName](API\Runtime\Core\UObject\FName) GetUniqueRetargetChainName ( const [FName](API\Runtime\Core\UObject\FName) NameToMakeUnique ) const


description: Returns true if the given Goal is connected to ANY solver. False otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) bool IsGoalConnectedToAnySolver ( const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: Returns true if the given Goal is connected to the given Solver. False otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) bool IsGoalConnectedToSolver ( const [FName](API\Runtime\Core\UObject\FName) GoalName, int32 SolverIndex ) const


description: Returns true if the provided skeletal mesh could be used with this IK Rig.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRig) bool IsSkeletalMeshCompatible ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMeshToCheck ) const


description: Modify a Goal for a transaction. Returns true if Goal found.

code: bool ModifyGoal ( const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: Move the solver at the given index to the target index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool MoveSolverInStack ( int32 SolverToMoveIndex, int32 TargetSolverIndex ) const


description: Remove a Chain with the given name. Returns true if a Chain was removed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool RemoveRetargetChain ( const [FName](API\Runtime\Core\UObject\FName) ChainName ) const


description: Remove settings for the given Bone/Solver. Does nothing if Bone doesn't have setting in this Solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool RemoveBoneSetting ( const [FName](API\Runtime\Core\UObject\FName) BoneName, int32 SolverIndex ) const


description: Remove the Goal by name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool RemoveGoal ( const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: Remove the solver at the given stack index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool RemoveSolver ( const int32 SolverIndex ) const


description: Rename a Goal. Returns new name, which may be different after being sanitized. Returns NAME_None if this fails.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) RenameGoal ( const [FName](API\Runtime\Core\UObject\FName) OldName, const [FName](API\Runtime\Core\UObject\FName) PotentialNewName ) const


description: Renamed the given Chain. Returns the new name (same as old if unsuccessful).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) [FName](API\Runtime\Core\UObject\FName) RenameRetargetChain ( const [FName](API\Runtime\Core\UObject\FName) ChainName, const [FName](API\Runtime\Core\UObject\FName) NewChainName ) const


description: Reset all Goals back to their initial transforms.

code: void ResetGoalTransforms() const


description: Reset initial goal transform.

code: void ResetInitialGoalTransforms() const


description: BONES PUBLIC/SCRIPTING API

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetBoneExcluded ( const [FName](API\Runtime\Core\UObject\FName) BoneName, const bool bExclude ) const


description: Ensure that the given name adheres to required standards for Goal names (no special characters etc..)

code: static void SanitizeGoalName ( [FString](API\Runtime\Core\Containers\FString) & InOutName )


description: Set the end bone on a given solver. (not all solvers require extra end bones, checks CanSetEndBone() first)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetEndBone ( const [FName](API\Runtime\Core\UObject\FName) EndBoneName, int32 SolverIndex ) const


description: The the Bone that the given Goal should be parented to / associated with.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetGoalBone ( const [FName](API\Runtime\Core\UObject\FName) GoalName, const [FName](API\Runtime\Core\UObject\FName) NewBoneName ) const


description: Set the End Bone for the given Chain. Returns true if operation was successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetRetargetChainEndBone ( const [FName](API\Runtime\Core\UObject\FName) ChainName, const [FName](API\Runtime\Core\UObject\FName) EndBoneName ) const


description: Set the Goal to the given transform.

code: void SetGoalCurrentTransform ( const [FName](API\Runtime\Core\UObject\FName) GoalName, const FTransform & Transform ) const


description: Set the Goal for the given Chain. Returns true if operation was successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetRetargetChainGoal ( const [FName](API\Runtime\Core\UObject\FName) ChainName, const [FName](API\Runtime\Core\UObject\FName) GoalName ) const


description: Set the Start Bone for the given Chain. Returns true if operation was successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetRetargetChainStartBone ( const [FName](API\Runtime\Core\UObject\FName) ChainName, const [FName](API\Runtime\Core\UObject\FName) StartBoneName ) const


description: Sets the preview mesh to use. Loads the hierarchy into the asset's IKRigSkeleton. Returns true if the mesh was able to be set. False if it was incompatible for any reason.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, bool bTransact ) const


description: Set the Root Bone of the retargeting (can only be one).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetRetargetRoot ( const [FName](API\Runtime\Core\UObject\FName) RootBoneName ) const


description: Set enabled/disabled status of the given solver.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetSolverEnabled ( int32 SolverIndex, bool bIsEnabled ) const


description: Set the root bone on a given solver. (not all solvers support root bones, checks CanSetRootBone() first)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRig) bool SetRootBone ( const [FName](API\Runtime\Core\UObject\FName) RootBoneName, int32 SolverIndex ) const


description: Sorts the Chains from Root to tip based on the Start Bone of each Chain.

code: void SortRetargetChains() const


description: Returns true if this is a valid chain. Produces array of bone indices between start and end (inclusive). Optionally provide a runtime skeleton from an IKRigProcessor to get indices for a running instance (otherwise uses stored hierarchy in asset)

code: bool ValidateChain ( const [FName](API\Runtime\Core\UObject\FName) ChainName, const [FIKRigSkeleton](API\Plugins\IKRig\Rig\FIKRigSkeleton) * OptionalSkeleton, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & OutChainIndices ) const


className: UIKRigController

description: Editors can subscribe to the callbacks on this controller to be notified of changes that require reinitialization of a running IK Rig processor instance. The API here is split into public/scripting sections which are accessible from Blueprint/Python and sections that are only relevant to editors in C++.

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


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns a new starting point name for newly created assets in the content browser

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


description: Returns the name of the factory for menus

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


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


description: Returns the tooltip text description of this factory

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


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


className: UIKRigDefinitionFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=Object) class UIKRigDefinitionFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UIKRigThumbnailRenderer

description: This thumbnail renderer displays a given IK Rig in the asset icon


className: BaseView

code: typedef [STreeView](API\Editor\UnrealEd\STreeView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ItemType > > BaseView


description:
KEY INPUT Called when focus is given to this widget. This event does not bubble.
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnFocusReceived ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description: Restore items expansion and selection state from the saved snapshot after tree reconstruction

code: void RestoreState ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ItemType > & ItemPtr )


description: Save a snapshot of items expansion and selection state

code: void SaveAndClearState()


className: TItemSet

code: typedef typename [BaseView::TItemSet](API\Editor\UnrealEd\STreeView\TItemSet) TItemSet


className: TSparseItemMap

code: typedef typename [BaseView::TSparseItemMap](API\Editor\UnrealEd\STreeView\TSparseItemMap) TSparseItemMap


code: virtual ~SBaseHierarchyTreeView()


className: SBaseHierarchyTreeView

code: template<class ItemType> class SBaseHierarchyTreeView : public [STreeView< TSharedPtr< ItemType > >](API\Editor\UnrealEd\STreeView)

LastClickCycles

description: Slow double-click rename state

LastSelected

type: TWeakPtr< ItemT...


module: ImagePlate

code: [UImagePlateComponent](API\Plugins\ImagePlate\UImagePlateComponent) * GetImagePlateComponent() const


code: AImagePlate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: AImagePlate

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Rendering, HideCategories=(Object, Activation, Physics, Collision, Input, PhysicsVolume)) class AImagePlate : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ImagePlate

type: TObjectPtr<UIm...


description: Get the length of the sequence in frames

code: int32 Length() const


description: Make a new cache for the specified folder, wildcard and framerate

code: static [FImagePlateAsyncCache](API\Plugins\ImagePlate\FImagePlateAsyncCache) MakeCache ( const [FString](API\Runtime\Core\Containers\FString) & InSequencePath, const [FString](API\Runtime\Core\Containers\FString) & InWildcard, float Framerate )


description: Request a frame of data from the cache, whilst also caching leading and trailing frames if necessary

code: [TSharedFuture](API\Runtime\Core\Async\TSharedFuture)< [FImagePlateSourceFrame](API\Plugins\ImagePlate\FImagePlateSourceFrame) > RequestFrame ( float Time, int32 LeadingPrecacheFrames, int32 TrailingPrecacheFrames )


className: FImagePlateAsyncCache

description: No constructors are accessible with public or protected access.

code: struct FImagePlateAsyncCache


className: FImagePlateParameters

bFillScreen

type: bool

description: Automatically size the plate based on the active camera's lens and filmback settings.

DynamicMaterial

type: TObjectPtr<UMa...

description: Transient MID to hold the material with the render texture patched in

FillScreenAmount

description: The amount to fill the screen with when attached to a camera

FixedSize

description: The fixed size of the image plate

Material

description: The material that the image plate is rendered with.

RenderTexture

type: TObjectPtr<UTe...

description: Transient texture that receives image frames

TextureParameterName

description: Name of a texture parameter inside the material to patch the render target texture to


description: Copy this source frame into a slate texture data format

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSlateTextureData](API\Runtime\SlateCore\Textures\FSlateTextureData), ESPMode::ThreadSafe > AsSlateTexture() const


description: Copy the contents of this frame to the specified texture

code: [TFuture](API\Runtime\Core\Async\TFuture)< void > CopyTo ( [UTexture](API\Runtime\Engine\Engine\UTexture) * DestinationTexture )


description: Check whether this source frame has valid data

code: bool IsValid() const


description: Construction from an array of data, and a given width/height/bitdepth

code: FImagePlateSourceFrame ( const TArray64< uint8 > & InData, uint32 InWidth, uint32 InHeight, uint32 InBitDepth )


description: Default constructor

code: FImagePlateSourceFrame()


className: FImagePlateSourceFrame

description: Uncompressed source data for a single frame of a sequence

code: struct FImagePlateSourceFrame


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

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


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

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


description: Finds a view target that this image plate is presenting to

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * FindViewTarget() const


description: Access this component's cached view projection matrix. Only valid when the plate is set to fill screen

code: const FMatrix & GetCachedViewProjectionMatrix() const


description: Access the property relating to this component's image plate

code: static [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetImagePlateProperty()


description: Access this component's cached inverse view projection matrix. Only valid when the plate is set to fill screen

code: const FMatrix & GetCachedInvViewProjectionMatrix() const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description: Get this actor's image plates

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Image Plate") [FImagePlateParameters](API\Plugins\ImagePlate\FImagePlateParameters) GetPlate() const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


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

code: virtual void OnRegister()


description: Called by sequencer if a texture is changed


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


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

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


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Add an image plate to this actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Image Plate") void SetImagePlate ( [FImagePlateParameters](API\Plugins\ImagePlate\FImagePlateParameters) Plate )


code: static FVector TransfromFromProjection ( const FMatrix & Matrix, const FVector4 & InVector )


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

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


code: void UpdateMaterialParametersForMedia()


code: UImagePlateComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UImagePlateComponent

description: A 2d plate that will be rendered always facing the camera.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Rendering, HideCategories=(Object, Activation, Collision, "Components|Activation", Physics), EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UImagePlateComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)


description: Create a new image cache for this sequence


code: UImagePlateFileSequence ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UImagePlateFileSequence

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

FileWildcard

type: FString

description: Wildcard used to find images within the directory (ie *.exr)

Framerate

type: float

description: Framerate at which to display the images

SequencePath

type: FDirectoryPath

description: Path to the directory in which the image sequence resides


className: UImagePlateSettings

description: Implements the settings for the ImagePlate plugin.

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

ProxyName

description: Specifies a sub-directory to append to any image plate file sequences


description: Adds a frame to the cache.

module: ImgMedia

code: void AddFrame ( const [FString](API\Runtime\Core\Containers\FString) & FileName, const [FName](API\Runtime\Core\UObject\FName) & Sequence, int32 Index, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FImgMediaFrame, ESPMode::ThreadSafe > & Frame, bool HasMipMaps )


description: Check whether the entry with the specified sequence and index is present.

code: bool Contains ( const [FName](API\Runtime\Core\UObject\FName) & Sequence, int32 Index )


description: Empties the cache.

code: void EmptyCache()


description: Find the entry with the specified sequence and index and mark it as the most recently used.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FImgMediaFrame, ESPMode::ThreadSafe > * FindAndTouch ( const [FName](API\Runtime\Core\UObject\FName) & Sequence, int32 Index )


description: Get the current size (in bytess).

code: SIZE_T GetCurrentSize() const


description: Find the indices of all cached entries of a particular sequence.

code: void GetIndices ( const [FName](API\Runtime\Core\UObject\FName) & Sequence, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutIndices ) const


description: Initialize the cache.

code: void Initialize()


description: Get the maximum size (in bytes).

code: SIZE_T GetMaxSize() const


description: Shut down the cache.

code: void Shutdown()


description: Constructor.

code: FImgMediaGlobalCache()


className: FImgMediaGlobalCache

description: Uses Least Recently Used (LRU).

code: class FImgMediaGlobalCache : public [TSharedFromThis< FImgMediaGlobalCache, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


description: Desctructor.

code: ~FImgMediaGlobalCache()


description: Called to determine view extensions priority in relation to other view extensions, higher comes first

code: virtual int32 GetPriority() const


description: Called on game thread when view family is about to be rendered.

code: virtual void BeginRenderViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called on game thread when creating the view.

code: virtual void SetupView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description:
Get the cached camera information array, updated on the game thread by BeginRenderViewFamily.
Array of info on each camera.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FImgMediaViewInfo](API\Plugins\ImgMedia\FImgMediaViewInfo) > & GetViewInfos() const


description: Called on game thread when creating the view family.

code: virtual void SetupViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: This provides customized editing of SequencePath.


className: FImgMediaSceneViewExtension

description: Scene view extension used to cache view information (primarily for visible mip/tile calculations).

code: class FImgMediaSceneViewExtension : public [FSceneViewExtensionBase](API\Runtime\Engine\FSceneViewExtensionBase)


className: FImgMediaViewInfo

description: Holds info on a camera which we can use for mipmap calculations.

code: struct FImgMediaViewInfo

bPrimitiveHiddenMode

description: Hidden or show-only mode for primitive components.

Location

type: FVector

description: Position of camera.

MaterialTextureMipBias

description: View mip bias.

OverscanViewProjectionMatrix

type: FMatrix

description: View-projection matrix of the camera, optionally scaled for overscan frustum calculations.

PrimitiveComponentIds

type: TSet<FPrimitiv...

description: Hidden or show-only primitive components.

ViewDirection

description: View direction of the camera.

ViewportRect

type: FIntRect

description: Active viewport size.

ViewProjectionMatrix

description: View-projection matrix of the camera.


className: FOnImgMediaPlayerCreated

description: Callback when a player gets created.

code: typedef TMulticastDelegate_OneParam< void, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FImgMediaPlayer > & > FOnImgMediaPlayerCreated


description:
Creates a media player for image sequences.
A new media player, or nullptr if a player couldn't be created.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMediaPlayer](API\Runtime\Media\IMediaPlayer), ESPMode::ThreadSafe > CreatePlayer ( [IMediaEventSink](API\Runtime\Media\IMediaEventSink) & EventHandler )


className: CustomFormatAttributeName

description: Name of attribute in the Exr file that marks it as our custom format.


className: CustomFormatTileBorderAttributeName

description: Name of attribute in the Exr file for the tile border size for our custom format.


className: CustomFormatTileHeightAttributeName

description: Name of attribute in the Exr file for the tile height for our custom format.


code: FImgMediaSceneViewExtension ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoReg )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IImgMediaModule](API\Plugins\ImgMedia\IImgMediaModule) & Get()


className: CustomFormatTileWidthAttributeName

description: Name of attribute in the Exr file for the tile width for our custom format.


description:
Call this to get the global cache.
Global cache.

code: static [FImgMediaGlobalCache](API\Plugins\ImgMedia\FImgMediaGlobalCache) * GetGlobalCache()


description: Get scene view extension cahcing view information (for mip/tile calculations).

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FImgMediaSceneViewExtension](API\Plugins\ImgMedia\FImgMediaSceneViewExtension), ESPMode::ThreadSafe > & GetSceneViewExtension() const


description: Virtual destructor.

code: virtual ~IImgMediaModule()


className: GlobalCache

description: Holds the global cache.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FImgMediaGlobalCache](API\Plugins\ImgMedia\FImgMediaGlobalCache), ESPMode::ThreadSafe > GlobalCache;


className: IImgMediaModule

description: Interface for the ImgMedia module.

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

OnImgMediaPlayerCreated

type: FOnImgMediaPlay...

description: Add to this callback to get called whenever a player is created.


description: Deprecated* AddGlobalCamera has been deprecated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource", Meta=(DeprecatedFunction, DeprecationMessage="AddGlobalCamera has been deprecated.")) void AddGlobalCamera ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Deprecated* AddTargetObject has been deprecated, please use the variant with no Width argument.

code: void AddTargetObject ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, float Width )


description: This object is using our img sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource") void AddTargetObject ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Returns the path after replacing the supported tokens

code: static [FString](API\Runtime\Core\Containers\FString) ExpandSequencePathTokens ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description: Get the full path to the image sequence.


description:
Get a Boolean media option.
The option value.

code: virtual bool GetMediaOption ( const [FName](API\Runtime\Core\UObject\FName) & Key, bool DefaultValue ) const


description:
Get a signed integer media option.
The option value.

code: virtual int64 GetMediaOption ( const [FName](API\Runtime\Core\UObject\FName) & Key, int64 DefaultValue ) const


description:
Get a string media option.
The option value.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetMediaOption ( const [FName](API\Runtime\Core\UObject\FName) & Key, const [FString](API\Runtime\Core\Containers\FString) & DefaultValue ) const


description:
Get a complex data type media option.
The option value.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataContainer](API\Runtime\Media\IMediaOptions\FDataContainer), ESPMode::ThreadSafe > GetMediaOption ( const [FName](API\Runtime\Core\UObject\FName) & Key, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataContainer](API\Runtime\Media\IMediaOptions\FDataContainer), ESPMode::ThreadSafe > & DefaultValue ) const


description:
Get our mipmap info object.
Mipmap info object.

code: const FImgMediaMipMapInfo * GetMipMapInfo() const


description: GetSequencePath

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource") void GetProxies ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutProxies ) const


description: SetSequencePath

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource") const [FString](API\Runtime\Core\Containers\FString) GetSequencePath() const


description: GetProxies

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


description:
Check whether the specified option is set.
true if the option is set, false otherwise.

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


description: Returns true if InPath is under InBasePath. If so, fills out OutRelativePath with the relative path between them

code: static bool IsPathUnderBasePath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FString](API\Runtime\Core\Containers\FString) & InBasePath, [FString](API\Runtime\Core\Containers\FString) & OutRelativePath )


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

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


description: Deprecated* RemoveGlobalCamera has been deprecated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource", Meta=(DeprecatedFunction, DeprecationMessage="RemoveGlobalCamera has been deprecated.")) void RemoveGlobalCamera ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Returns a sanitized sequence path, but without expanding the tokens tokens

code: static [FString](API\Runtime\Core\Containers\FString) SanitizeTokenizedSequencePath ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description: This object is no longer using our img sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource") void RemoveTargetObject ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


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

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


description: Deprecated* SetMipLevelDistance has been deprecated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource", Meta=(DeprecatedFunction, DeprecationMessage="SetMipLevelDistance has been deprecated.")) void SetMipLevelDistance ( float Distance )


description: GetSequencePath

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource") void SetTokenizedSequencePath ( const [FString](API\Runtime\Core\Containers\FString) & Path )


description: GetSequencePath

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ImgMedia|ImgMediaSource") void SetSequencePath ( const [FString](API\Runtime\Core\Containers\FString) & Path )


description:
Validate the media source settings (must be implemented in child classes).
true if validation passed, false otherwise.

code: virtual bool Validate() const


description: Default constructor.

code: UImgMediaSource()


className: UImgMediaSource

description: The image sequence directory may contain sub-directories, which are called 'proxies'. Proxies can be used to provide alternative media for playback during development and testing of a game. One common scenario is the use of low resolution versions of image sequence media on computers that are too slow or don't have enough storage to play the original high-res media.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=(Overrides, Playback)) class UImgMediaSource : public [UBaseMediaSource](API\Runtime\MediaAssets\UBaseMediaSource)

bFillGapsInSequence

description: If true, then any gaps in the sequence will be filled with blank frames.

FrameRateOverride

type: FFrameRate

description: Overrides the default frame rate stored in the image files (0/0 = do not override).

MipMapInfo

type: TSharedPtr< FIm...

description: MipMapInfo object to handle mip maps.

ProxyOverride

description: Name of the proxy directory to use.

SequencePath

description: The directory that contains the image sequence files.

SequenceProxy

type: FImgMediaSource...

description: This is only used so we can customize editing of SequencePath.


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

module: ImgMediaEngine

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FImgMediaEngineModule

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


className: FOnImgMediaSettingsChanged

module: ImgMediaFactory

code: typedef TMulticastDelegate_OneParam< void, const [UImgMediaSettings](API\Plugins\ImgMediaFactory\UImgMediaSettings) * > FOnImgMediaSettingsChanged


description:
Get the default media source proxy name tag.
Proxy name tag, or empty string if not set or disabled.


description: Gets a multicast delegate which is called whenever one of the parameters in this settings object changes.


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Default constructor.

code: UImgMediaSettings()


className: UImgMediaSettings

description: Settings for the ImgMedia module.

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

BandwidthThrottlingEnabled

description: If there is not enough bandwidth to play the media, then lower it (for example by skipping frames) to try and get playback.

CacheBehindPercentage

description: Percentage of cache to use for frames behind the play head (default = 25%).

CacheSizeGB

description: Maximum size of the look-ahead cache (in GB; default = 1 GB).

CacheThreads

description: Maximum number of image caching threads to use (0 = number of cores, default = 2).

CacheThreadStackSizeKB

description: Size of the stack for each caching thread (in kB; default = 128).

DefaultFrameRate

description: Default frame rate to use if none was specified in image sequence or media source (default = 1/24).

ExrDecoderThreads

description: Number of worker threads to use when decoding EXR images (0 = auto).

GlobalCacheSizeGB

description: Maximum size of the global look-ahead cache (in GB; default = 1 GB).

UseGlobalCache

description: Whether to use the global cache or not.


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

module: InputBlueprintNodes

code: virtual void AllocateDefaultPins()


description: Whether or not this node allows users to edit the advanced view flag of pins (actually edit the property, not the same as show/hide advanced pins).

code: virtual bool CanUserEditPinAdvancedViewFlag() const


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: Icon to use in menu or on node

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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )


description: Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

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


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

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


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

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


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

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


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description:
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


description: Gets the tooltip to display when over the node

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


description: Determine if a node of this type can be created for the specified graph.

code: virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


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

code: virtual void PostReconstructNode()


description: Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)

code: virtual void JumpToDefinition() const


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

code: virtual bool ShouldShowNodeProperties() const


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

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


code: UK2Node_EnhancedInputAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_EnhancedInputAction : public [UK2Node](API\Editor\BlueprintGraph\UK2Node), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)

InputAction

type: TObjectPtr< con...


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

code: virtual void AllocateDefaultPins()


code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


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


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


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


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


code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


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


description: Auto pin generation helpers.

code: static [FName](API\Runtime\Core\UObject\FName) GetValueCategory ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction )


code: static [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetValueSubCategoryObject ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction )


code: static [FName](API\Runtime\Core\UObject\FName) GetValueSubCategory ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction )


code: void Initialize ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action )


code: virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const


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

code: virtual bool IsNodePure() const


code: virtual void JumpToDefinition() const


code: virtual bool ShouldShowNodeProperties() const


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


code: UK2Node_GetInputActionValue ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Meta=(Keywords="Get, Input")) class UK2Node_GetInputActionValue : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description: IModuleInterfaceimplementation

module: InputDebuggingEditor

code: virtual void StartupModule()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FInputDebuggingEditorModule

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


description: Debug name for logging purposes

module: InputEditor

code: virtual const TCHAR * GetDebugName() const


description: Key down input

code: virtual bool HandleKeyDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Analog axis input

code: virtual bool HandleAnalogInputEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogInputEvent )


description: Key up input

code: virtual bool HandleKeyUpEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Mouse button double clicked.

code: virtual bool HandleMouseButtonDoubleClickEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse movement input

code: virtual bool HandleMouseMoveEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse button press

code: virtual bool HandleMouseButtonDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse button release

code: virtual bool HandleMouseButtonUpEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse wheel input

code: virtual bool HandleMouseWheelOrGestureEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InWheelEvent, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) * InGestureEvent )


description: Tells the Enhanced Input Editor subsystem about the given key event

code: bool InputKeyToSubsystem ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


description: Called on Tick to process any accumulated mouse input

code: void ProcessAccumulatedPointerInput ( float DeltaTime )


code: virtual void Tick ( const float DeltaTime, [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICursor](API\Runtime\ApplicationCore\GenericPlatform\ICursor) > Cursor )


code: void UpdateCachedPointerPosition ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Otherwise it will returnINameValidatorInterface::GetErrorText.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetErrorText ( const [FString](API\Runtime\Core\Containers\FString) & Name, EValidatorResult ErrorCode )


description: true ifFStringis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool bOriginal )


code: FEnhancedInputPlayerMappableNameValidator ( [FName](API\Runtime\Core\UObject\FName) InExistingName )


code: class FEnhancedInputPlayerMappableNameValidator : public [FStringSetNameValidator](API\Editor\UnrealEd\Kismet2\FStringSetNameValidator)


description: Returns a pointer to the player mappable settings object that has this mapping name

code: static const [UPlayerMappableKeySettings](API\Plugins\EnhancedInput\UPlayerMappableKeySettings) * FindMappingByName ( const [FName](API\Runtime\Core\UObject\FName) InName )


className: FEnhancedInputEditorProcessor

description: It will not steal input, and all the functions here will return "False" so that other Input Processors still run with all their normal considerations.

code: class FEnhancedInputEditorProcessor : public [IInputProcessor](API\Runtime\Slate\Framework\Application\IInputProcessor)

CachedCursorDelta

description: The value of the mouse cursor from the most recent mouse event

NumCursorSamplesThisFrame

type: FIntPoint

description: The number of cursor samples that happened this frame.


description: Returns true if the given name is in use by a player mappable key setting

code: static bool IsMappingNameInUse ( const [FName](API\Runtime\Core\UObject\FName) InName )


code: virtual void ShutdownModule()


className: FInputEditorModule

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


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


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


className: UEnhancedInputEditorProjectSettings

description: Settings for the Enhanced Input Editor Subsystem that are persistent between a project's users

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Input, defaultconfig, Meta=(DisplayName="Enhanced Input (Editor Only)")) class UEnhancedInputEditorProjectSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

DefaultEditorInputClass

type: TSoftClassPtr< ...

description: The default player input class that the Enhanced Input Editor subsystem will use.

DefaultMappingContexts

type: TArray<FDefaul...

description: Array of any input mapping contexts that you want to always be applied to the Enhanced Input Editor Subsystem.


code: UEnhancedInputEditorSettings()


className: UEnhancedInputEditorSettings

description: A collection of useful individual user settings when using the EnhancedInputEditorSubsystem.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorPerProjectUserSettings, Meta=(DisplayName="Enhanced Input Editor Settings")) class UEnhancedInputEditorSettings : public [UDeveloperSettingsBackedByCVars](API\Runtime\DeveloperSettings\Engine\UDeveloperSettingsBackedByCVars)

bAutomaticallyStartConsumingInput

type: uint8:  1

description: If true, then theUEnhancedInputEditorSubsystemwill be started when it is initalized

bLogAllInput

description: If true then the Enhanced Input Editor subsystem will log all input that is being processed by it (keypresses, analog values, etc) Note: This can produce A LOT of logs, so only use this if you are debugging something.

VisibleEventPinsByDefault

description: A bitmask of what event pins are visible when you place an Input Action event node in blueprints.


description: Adds all the default mapping contexts from theUEnhancedInputEditorSettings

code: void AddDefaultMappingContexts()


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: virtual [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * GetPlayerInput() const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


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


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Inputs a key on this subsystem's player input which can then be processed as normal during Tick.

code: bool InputKey ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


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


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is allowed to tick. This is different than IsTickable for keeping existing tickable objects working while providing an extra-safety for classes that decide to implement it (e.g. tickable world subsystems that have been deinitialized are not allowed to tick, regardless of what IsTickable says)
true if object is allowed to be ticked, false otherwise.

code: virtual bool IsAllowedToTick() const


description: Returns true if this subsystem is currently consuming input

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Input|Editor") bool IsConsumingInput() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description: Removes this input component onto the stack to be processed by this subsystem's tick function

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|Editor") bool PopInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InInputComponent )