code: virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


description: Draws translucent polygons on brushes and volumes.

module: ContextualAnimationEditor

code: virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: FContextualAnimEdMode()


code: virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )


code: virtual ~FContextualAnimEdMode()


className: FContextualAnimEdMode

code: class FContextualAnimEdMode : public [FEdMode](API\Editor\UnrealEd\FEdMode)


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


description: Builds up the sequencer's "Add Track" menu.

code: virtual void BuildAddTrackMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Builds up the object binding track menu for the outliner.

code: virtual void BuildObjectBindingTrackMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ObjectBindings, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass )


description:
Builds an edit widget for the outliner nodes which represent tracks which are edited by this editor.
The the widget to display in the outliner, or an empty shared ptr if not widget is to be displayed.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildOutlinerEditWidget ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectBinding, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * Track, const [FBuildEditWidgetParams](API\Editor\Sequencer\FBuildEditWidgetParams) & Params )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerTrackEditor](API\Editor\Sequencer\ISequencerTrackEditor) > CreateTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


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

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


description: Called to generate a section layout for a particular section.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencerSection](API\Editor\Sequencer\ISequencerSection) > MakeSectionInterface ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & SectionObject, [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) & Track, [FGuid](API\Runtime\Core\Misc\FGuid) ObjectBinding )


description:
Returns whether a sequence is supported by this tool.
true if the type is supported.

code: virtual bool SupportsSequence ( [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence ) const


description: Called when the instance of this track editor is initialized

code: virtual void OnInitialize()


description:
Returns whether a track class is supported by this tool.
true if the type is supported.

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


code: FContextualAnimMovieSceneNotifyTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Handles section drawing and manipulation of a MovieSceneNotifyTrack

code: class FContextualAnimMovieSceneNotifyTrackEditor : public [FMovieSceneTrackEditor](API\Editor\Sequencer\FMovieSceneTrackEditor), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


code: FContextualAnimMovieSceneTrackEditor ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


className: FContextualAnimMovieSceneTrackEditor

description: Handles section drawing and manipulation of a ContextualAnimMovieSceneTrack

code: class FContextualAnimMovieSceneTrackEditor : public [FMovieSceneTrackEditor](API\Editor\Sequencer\FMovieSceneTrackEditor)


className: FContextualAnimNewAnimSetParams

description: Struct used to construct the widget for adding a new set

Data

type: TArray<FContex...

RandomWeight

type: float

SectionName

type: FName


className: FContextualAnimNewAnimSetData

Animation

type: TObjectPtr< cla...

bOptional

type: bool


description:
Called when the section should be painted
The new LayerId

code: virtual int32 OnPaintSection ( [FSequencerSectionPainter](API\Editor\Sequencer\FSequencerSectionPainter) & InPainter ) const


code: static void PaintNotifyName ( [FSequencerSectionPainter](API\Editor\Sequencer\FSequencerSectionPainter) & Painter, int32 LayerId, const [FString](API\Runtime\Core\Containers\FString) & InEventString, float PixelPos, bool bIsEventValid )


description: Whether or not the user can resize this section.

code: virtual bool SectionIsResizable() const


code: FContextualAnimNotifySection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSectionObject )


className: FContextualAnimNotifySection

description: UI portion of a NotifySection in a NotifyTrack

code: class FContextualAnimNotifySection : public [FSequencerSection](API\Editor\Sequencer\FSequencerSection)


code: FContextualAnimPreviewScene ( [ConstructionValues](API\Runtime\Engine\FPreviewScene\ConstructionValues) CVS, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimAssetEditorToolkit](API\Plugins\ContextualAnimationEditor\FContextualAnimAssetEditorToolki-) > & EditorToolkit )


description: EndFPreviewSceneBeginFTickableEditorObject

code: virtual void Tick ( float DeltaTime )


className: FContextualAnimPreviewScene

code: class FContextualAnimPreviewScene : public [FAdvancedPreviewScene](API\Editor\AdvancedPreviewScene\FAdvancedPreviewScene)


code: ~FContextualAnimPreviewScene()


description: The height of the section

code: virtual float GetSectionHeight() const


description: The display name of the section in the section view

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


description:
Called when the section is double clicked
A reply in response to double clicking the section

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnSectionDoubleClicked ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & SectionGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: FContextualAnimSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSectionObject )


className: FContextualAnimSection

code: class FContextualAnimSection : public [FSequencerSection](API\Editor\Sequencer\FSequencerSection)


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: Returns the name of this type

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


description: Get the supported class of this type.

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


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description: Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.

code: virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )


code: FContextualAnimTypeActions()


className: FContextualAnimTypeActions

code: class FContextualAnimTypeActions : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


code: void AddNewAnimSet ( const [FContextualAnimNewAnimSetParams](API\Plugins\ContextualAnimationEditor\FContextualAnimNewAnimSetParams) & Params )


code: void AddNewIKTarget ( const [UContextualAnimNewIKTargetParams](API\Plugins\ContextualAnimationEditor\UContextualAnimNewIKTargetParams) & Params )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


code: void AnimationModified ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) & Animation )


code: void CacheWarpPoints()


code: bool CanMakeEdits() const


code: void ClearSelection()


className: EModifyActorTransformInSceneState

description: Enum to track the current state when modifying the transform of an actor in the scene

code: enum EModifyActorTransformInSceneState { Inactive, Modifying, WaitingForConfirmation, }


code: [UContextualAnimMovieSceneTrack](API\Plugins\ContextualAnimationEditor\UContextualAnimMovieSceneTrack) * FindTrackByRole ( const [FName](API\Runtime\Core\UObject\FName) & Role ) const


className: ESimulateModeState

code: enum ESimulateModeState { Inactive, Paused, Playing, }


code: bool EndTracking()


code: int32 GetActiveAnimSetForSection ( int32 SectionIdx ) const


className: ETimelineMode

code: enum ETimelineMode { Default, Notifies, }


code: int32 GetActiveSection() const


code: bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetEditingAnimation() const


code: [UMovieScene](API\Runtime\MovieScene\UMovieScene) * GetMovieScene() const


code: float GetPlaybackTime() const


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

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


code: [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * GetSceneAsset() const


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


code: [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) * GetSelectedBinding() const


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


code: void Initialize ( [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) * InSceneAsset, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimPreviewScene](API\Plugins\ContextualAnimationEditor\FContextualAnimPreviewScene) > & InPreviewScene )


code: [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) * GetSelectedAnimTrack() const


code: bool IsSimulateModeInactive() const


code: bool IsSimulateModePaused() const


code: bool IsSimulateModePlaying() const


description: ~FEditorUndoClient

code: virtual bool MatchesContext ( const [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) & InContext, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) >> & TransactionObjectContexts ) const


code: void OnFinishedChangingProperties ( const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


code: bool ProcessInputDelta ( FVector & InDrag, FRotator & InRot, FVector & InScale )


code: void RemoveAnimSet ( int32 SectionIdx, int32 AnimSetIdx )


code: void RefreshPreviewScene()


code: void ResetTimeline()


code: void RemoveSection ( int32 SectionIdx )


code: void SetActiveSection ( int32 SectionIdx )


code: void SetActiveAnimSetForSection ( int32 SectionIdx, int32 AnimSetIdx )


code: void SetDefaultMode()


code: void SetNotifiesMode ( const [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & AnimTrack )


code: void Shutdown()


code: void StartSimulateMode()


code: void StartSimulation()


code: bool StartTracking()


code: void StopSimulateMode()


code: void UpdatePreviewActorTransform ( const [FContextualAnimSceneBinding](API\Plugins\ContextualAnimation\FContextualAnimSceneBinding) & Binding, float Time )


code: void ToggleSimulateMode()


code: void UpdateSelection ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * SelectedActor )


code: void UpdateSelection ( [FName](API\Runtime\Core\UObject\FName) Role, int32 CriterionIdx, int32 CriterionDataIdx )


code: void UpdateSelection ( int32 SectionIdx, int32 AnimSetIdx, int32 AnimTrackIdx )


code: FContextualAnimViewModel()


code: virtual ~FContextualAnimViewModel()


description: FViewElementDrawerinterface

code: virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: FContextualAnimViewModel

code: class FContextualAnimViewModel : public [TSharedFromThis< FContextualAnimViewModel >](API\Runtime\Core\Templates\TSharedFromThis), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [FSelfRegisteringEditorUndoClient](API\Editor\UnrealEd\FSelfRegisteringEditorUndoClient)


description: Get the preview scene we are viewing


code: bool IsEntryPosesDrawModeSet ( [EMultiOptionDrawMode](API\Plugins\ContextualAnimationEditor\EMultiOptionDrawMode) Mode ) const


code: bool IsIKTargetsDrawModeSet ( [EMultiOptionDrawMode](API\Plugins\ContextualAnimationEditor\EMultiOptionDrawMode) Mode ) const


code: bool IsSelectionCriteriaDrawModeSet ( [EMultiOptionDrawMode](API\Plugins\ContextualAnimationEditor\EMultiOptionDrawMode) Mode ) const


code: void SetEntryPosesDrawMode ( [EMultiOptionDrawMode](API\Plugins\ContextualAnimationEditor\EMultiOptionDrawMode) Mode )


code: void SetIKTargetsDrawMode ( [EMultiOptionDrawMode](API\Plugins\ContextualAnimationEditor\EMultiOptionDrawMode) Mode )


code: void SetSelectionCriteriaDrawMode ( [EMultiOptionDrawMode](API\Plugins\ContextualAnimationEditor\EMultiOptionDrawMode) Mode )


description: Called when mouse movement tracking begins

code: virtual void TrackingStarted ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InInputState, bool bIsDraggingWidget, bool bNudge )


description: Called when mouse movement tracking stops

code: virtual void TrackingStopped()


code: FContextualAnimViewportClient ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimPreviewScene](API\Plugins\ContextualAnimationEditor\FContextualAnimPreviewScene) > & InPreviewScene, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SContextualAnimViewport](API\Plugins\ContextualAnimationEditor\SContextualAnimViewport) > & InViewport, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimAssetEditorToolkit](API\Plugins\ContextualAnimationEditor\FContextualAnimAssetEditorToolki-) > & InAssetEditorToolkit )


className: FContextualAnimViewportClient

code: class FContextualAnimViewportClient : public [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient)


code: FContextualAnimViewportRequiredArgs ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimAssetEditorToolkit](API\Plugins\ContextualAnimationEditor\FContextualAnimAssetEditorToolki-) > & InAssetEditorToolkit, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimPreviewScene](API\Plugins\ContextualAnimationEditor\FContextualAnimPreviewScene) > & InPreviewScene )


className: FContextualAnimViewportRequiredArgs

AssetEditorToolkit

type: TSharedRef<FCo...


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: HSelectionCriterionHitProxy ( [FName](API\Runtime\Core\UObject\FName) InRole, int32 InCriterionIdx, int32 InDataIdx, EHitProxyPriority InPriority )


code: void Construct ( const [FArguments](API\Plugins\ContextualAnimationEditor\SContextualAnimAssetBrowser\FArguments) & InArgs )


className: HSelectionCriterionHitProxy

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

IndexPair

type: TPair< int32, i...


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


code: virtual ~SContextualAnimAssetBrowser()


className: SContextualAnimAssetBrowser

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


code: void Construct ( const [FArguments](API\Plugins\ContextualAnimationEditor\SContextualAnimNewAnimSetDialog\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimViewModel](API\Plugins\ContextualAnimationEditor\FContextualAnimViewModel) > & InViewModel )


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


code: [FReply](API\Runtime\SlateCore\Input\FReply) OnButtonClick ( [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) ButtonID )


code: virtual void BindCommands()


code: SContextualAnimNewAnimSetDialog()


className: SContextualAnimNewAnimSetDialog

description: Dialog for adding a new AnimSet

code: class SContextualAnimNewAnimSetDialog : public [SWindow](API\Runtime\SlateCore\Widgets\SWindow)

WeakViewModel

type: TWeakPtr<FCont...

WidgetStruct

type: TSharedPtr<FSt...


code: void Construct ( const [FArguments](API\Plugins\ContextualAnimationEditor\SContextualAnimViewport\FArguments) & InArgs, const [FContextualAnimViewportRequiredArgs](API\Plugins\ContextualAnimationEditor\FContextualAnimViewportRequiredA-) & InRequiredArgs )


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


description: FLevelEditorModule& LevelEditorModule =FModuleManager::GetModuleChecked(TEXT("LevelEditor"));TSharedPtrLevelEditorExtenders = LevelEditorModule.GetMenuExtensibilityManager()->GetAllExtenders();

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > GetExtenders() const


description: Get the viewport widget.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SEditorViewport](API\Editor\UnrealEd\SEditorViewport) > GetViewportWidget()


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > MakeEditorViewportClient()


description: Implement this to add a viewport toolbar to the inside top of the viewport.

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


description: Called to inform the host that a button was clicked (typically used to focus on a particular viewport in a multi-viewport setup)

code: virtual void OnFloatingButtonClicked()


code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * OnGetViewportBorderBrush() const


code: virtual [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) OnGetViewportBorderColorAndOpacity() const


code: virtual ~SContextualAnimViewport()


className: SContextualAnimViewport

code: class SContextualAnimViewport : public [SEditorViewport](API\Editor\UnrealEd\SEditorViewport), public [ICommonEditorViewportToolbarInfoProvider](API\Editor\UnrealEd\ICommonEditorViewportToolbarInfo-)

AssetEditorToolkitPtr

description: Asset editor toolkit we are embedded in

PreviewScenePtr

description: The preview scene that we are viewing

ViewportClient

type: TSharedPtr<FCo...

description: Viewport client

ViewportToolbar

type: TSharedPtr<SCo...

description: The viewport toolbar


code: void Construct ( const [FArguments](API\Plugins\ContextualAnimationEditor\SContextualAnimViewportToolBar\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SContextualAnimViewport](API\Plugins\ContextualAnimationEditor\SContextualAnimViewport) > InViewport )


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


code: typedef FArguments WidgetArgsType


description:
Generates the toolbar show menu content
The widget containing the show menu content

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


className: SContextualAnimViewportToolBar

code: class SContextualAnimViewportToolBar : public [SCommonEditorViewportToolbarBase](API\Editor\UnrealEd\SCommonEditorViewportToolbarBase)


description: true if the factory can currently create a new object from scratch.

code: virtual bool CanCreateNew() const


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


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 the track owner of this section

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetAnimNotifyEventGuid() const


className: UContextualAnimFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UContextualAnimFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Returns the actual AnimNotifyEvent this section is representing

code: [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) * GetAnimNotifyEvent() const


description: Returns the actual AnimNotifyState this section is representing

code: [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) * GetAnimNotifyState() const


description: Returns the track owner of this section


description: Initialize this section from the suppliedFAnimNotifyEvent. Sets the range of the section to match the range of the anim notify and cache theFGuid

code: void Initialize ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) & NotifyEvent )


className: UContextualAnimMovieSceneNotifySection

description: MovieSceneSection used to represent an AnimNotify in Sequencer Panel Stores theFGuidof the AnimNotifyEvent this section is presenting

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UContextualAnimMovieSceneNotifySection : public [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection)


description: Adds a new section to this track

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


description: Creates a new section for this track

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


description: Returns the list of all the sections in this track

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


code: [FContextualAnimViewModel](API\Plugins\ContextualAnimationEditor\FContextualAnimViewModel) & GetViewModel() const


description: Returns a reference to the animation this track was created from

code: [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) & GetAnimation() const


description: Returns whether this track contains the supplied section

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


description: Initialize this track from a supplied animation and a notify track Adding all the FAnimNotifyEvents as sections in here and setting

code: void Initialize ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) & AnimationRef, const [FAnimNotifyTrack](API\Runtime\Engine\Animation\FAnimNotifyTrack) & NotifyTrack )


description: Returns whether this track is empty (doesn't have any section in it)

code: virtual bool IsEmpty() const


description: Called when a section in this track is moved. Updates the actual Notify the section is representing

code: virtual EMovieSceneSectionMovedResult OnSectionMoved ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section, const [FMovieSceneSectionMovedParams](API\Runtime\MovieScene\FMovieSceneSectionMovedParams) & Params )


description: Called when the supplied section is removed from Sequencer. Removes the actual Notify the section is representing

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


description: Called when a section at the supplied index is removed from Sequencer. Removes the actual Notify the section is representing

code: virtual void RemoveSectionAt ( int32 SectionIndex )


description: Whether or not this track supports multiple row indices.

code: virtual bool SupportsMultipleRows() const


description: Returns whether this track supports the supplied section class

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


code: int32 GetAnimSetIdx() const


code: [FContextualAnimTrack](API\Plugins\ContextualAnimation\FContextualAnimTrack) & GetAnimTrack() const


code: int32 GetAnimTrackIdx() const


description: Returns the track owner of this section


code: int32 GetSectionIdx() const


code: void Initialize ( int32 InSectionIdx, int32 InAnimSetIdx, int32 InAnimTrackIdx )


className: UContextualAnimMovieSceneSection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UContextualAnimMovieSceneSection : public [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection)


description: UnbindPossessableObjects

code: virtual void BindPossessableObject ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description:
Check whether the given object can be possessed by this animation.
true if the object can be possessed, false otherwise.

code: virtual bool CanPossessObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InPlaybackContext ) const


description:
The returned movie scene represents the root movie scene. It may contain additional child movie scenes.
The movie scene.

code: virtual [UMovieScene](API\Runtime\MovieScene\UMovieScene) * GetMovieScene() const


className: UContextualAnimMovieSceneNotifyTrack

description: MovieSceneTrack used to show the notifies in the animation the track was created from in Sequencer Panel


description:
Get the logical parent object for the supplied object (not necessarily its outer).
The parent object, or nullptr if the object has no logical parent.

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


code: [FContextualAnimViewModel](API\Plugins\ContextualAnimationEditor\FContextualAnimViewModel) & GetViewModel() const


description: Locate all the objects that correspond to the specified object ID, using the specified context

code: virtual void LocateBoundObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


code: void Initialize ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FContextualAnimViewModel](API\Plugins\ContextualAnimationEditor\FContextualAnimViewModel) > & ViewModelRef )


description: Sequences can determine whether they support a particular track type

code: virtual ETrackSupport IsTrackSupported ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > InTrackClass ) const


description: Unbinds specific objects from the provided GUID that do not resolve

code: virtual void UnbindInvalidObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description: Unbinds specific objects from the provided GUID

code: virtual void UnbindObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description: BindPossessableObject

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


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


description: Adds a new section to this track

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


className: UContextualAnimMovieSceneSequence

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UContextualAnimMovieSceneSequence : public [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence)


description: Creates a new section for this track

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


description: Returns the list of all the sections in this track

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


description: Returns whether this track contains the supplied section

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


code: void Initialize ( const [FName](API\Runtime\Core\UObject\FName) & InRole )


code: virtual bool IsEmpty() const


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


code: virtual EMovieSceneSectionMovedResult OnSectionMoved ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section, const [FMovieSceneSectionMovedParams](API\Runtime\MovieScene\FMovieSceneSectionMovedParams) & Params )


code: virtual void RemoveSectionAt ( int32 SectionIndex )


code: virtual bool SupportsMultipleRows() const


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


code: UContextualAnimMovieSceneTrack()


className: UContextualAnimMovieSceneTrack

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UContextualAnimMovieSceneTrack : public [UMovieSceneNameableTrack](API\Runtime\MovieScene\UMovieSceneNameableTrack)


code: const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & GetSceneAsset() const


code: int32 GetSectionIdx() const


code: virtual [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton ( bool & bInvalidSkeletonIsError, const [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) * PropertyHandle )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetTargetRoleOptions() const


code: bool HasValidData() const


code: void Reset ( const [UContextualAnimSceneAsset](API\Plugins\ContextualAnimation\UContextualAnimSceneAsset) & InSceneAsset, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) & InAnimation )


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


className: UContextualAnimNewIKTargetParams

description: Object used to construct the New IK Target Widget

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UContextualAnimNewIKTargetParams : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IBoneReferenceSkeletonProvider](API\Runtime\Engine\Interfaces\IBoneReferenceSkeletonProvider)

Provider

type: EContextualAnim...

SourceBone

type: FBoneReference


className: EConditionalLoopResult

module: ControlFlows

code: enum EConditionalLoopResult { RunLoop, LoopFinished, }


className: FConcurrencySubFlowContainer

code: struct FConcurrencySubFlowContainer : public [TSharedFromThis< FConcurrencySubFlowContainer >](API\Runtime\Core\Templates\TSharedFromThis)


code: FConcurrencySubFlowContainer ( const [FString](API\Runtime\Core\Containers\FString) & InDebugName )


className: FConcurrentControlFlowBehavior

description: Placeholder class to extend Concurrency behavior. TODO: Read up more on multi-threaded processing.

code: class FConcurrentControlFlowBehavior


className: EContinueConditions

code: enum EContinueConditions { ContinueOnAll_CompletedOrCancelled, }


code: FControlFlow & AddOrGetProng ( int32 InIdentifier, const [FString](API\Runtime\Core\Containers\FString) & DebugSubFlowName )


className: FConcurrentControlFlows

description: All Flows will be executed concurrently (Single-Threaded). WARNING: Having a non-terminating loop within a fork can cause a forever hang for the forked step.

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


className: FConcurrentFlowsDefiner

code: typedef TBaseDelegate_OneParam< void, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FConcurrentControlFlows](API\Plugins\ControlFlows\FConcurrentControlFlows) > > FConcurrentFlowsDefiner


code: FControlFlow & CheckConditionFirst()


code: FControlFlow & ExecuteAtLeastOnce()


code: FControlFlow & RunLoopFirst()


code: FControlFlow & SetCheckConditionFirst ( bool bInValue )


className: FConditionalLoop

description: In contrast to, for example, iterator loops.

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


code: FControlFlow & AddOrGetFlow ( int32 InIdentifier, const [FString](API\Runtime\Core\Containers\FString) & DebugSubFlowName )


className: FContolFlowTaskEvent

code: typedef TBaseDelegate_OneParam< void, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FControlFlowNode_Task](API\Plugins\ControlFlows\FControlFlowNode_Task) > > FContolFlowTaskEvent


code: template<typename FunctionT, typename... ArgsT> FControlFlow & BranchFlow ( FunctionT InBranchLambda, ArgsT... Params )


description: Will cancel ALL flows, both child ControlFlows and ControlFlows who owns this Flow. You've been warned.

code: void CancelFlow()


description: This needs to be called, otherwise nothing will happen!! Call after you finish adding functions to the queue. Calling with an empty queue is safe.

code: void ExecuteFlow()


code: template<typename FunctionT, typename... ArgsT> FControlFlow & ForkFlow ( FunctionT InForkLambda, ArgsT... Params )


code: [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > GetCurrentStepDebugName() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTrackedActivity](API\Runtime\Core\Misc\FTrackedActivity) > GetTrackedActivity() const


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


code: template<typename FunctionT, typename... ArgsT> FControlFlow & Loop ( FunctionT InLoopLambda, ArgsT... Params )


code: FSimpleMulticastDelegate & OnFlowCancel() const


code: FSimpleMulticastDelegate & OnFlowComplete() const


code: FSimpleMulticastDelegate & OnNodeComplete() const


description: Both of these implementations are deprecated.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FControlFlowTask_BranchLegacy](API\Plugins\ControlFlows\FControlFlowTask_BranchLegacy) > QueueBranch ( [FControlFlowBranchDecider_Legacy](API\Plugins\ControlFlows\FControlFlowBranchDecider_Legacy) & BranchDecider, const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: [FConcurrentFlowsDefiner](API\Plugins\ControlFlows\FConcurrentFlowsDefiner) & QueueConcurrentFlows ( const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: [FControlFlowConditionalLoopDefiner](API\Plugins\ControlFlows\FControlFlowConditionalLoopDefin-) & QueueConditionalLoop ( const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: [FControlFlowPopulator](API\Plugins\ControlFlows\FControlFlowPopulator) & QueueControlFlow ( const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: [FControlFlowBranchDefiner](API\Plugins\ControlFlows\FControlFlowBranchDefiner) & QueueControlFlowBranch ( const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: FControlFlow & QueueDelay ( const float InDelay, const [FString](API\Runtime\Core\Containers\FString) & NodeName )


code: FSimpleDelegate & QueueFunction ( const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: [FControlFlowPopulator](API\Plugins\ControlFlows\FControlFlowPopulator) & QueueLoop ( [FControlFlowLoopComplete](API\Plugins\ControlFlows\FControlFlowLoopComplete) & LoopCompleteDelgate, const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: template<typename... ArgsT> FControlFlow & QueueStep ( ArgsT... Params )


code: template<typename... ArgsT> FControlFlow & QueueStep ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, ArgsT... Params )


code: template<typename... ArgsT> FControlFlow & QueueStep ( const TCHAR * NodeName, ArgsT... Params )


code: template<typename... ArgsT> FControlFlow & QueueStep ( const char * NodeName, ArgsT... Params )


code: [FControlFlowWaitDelegate](API\Plugins\ControlFlows\FControlFlowWaitDelegate) & QueueWait ( const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: FControlFlow & SetCancelledNodeAsComplete ( bool bCancelledNodeIsComplete )


className: UnnamedControlFlowCounter

code: static int32 UnnamedControlFlowCounter = 0;


code: FControlFlow & TrackActivities ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTrackedActivity](API\Runtime\Core\Misc\FTrackedActivity) > InActivity )


code: FControlFlow ( const [FString](API\Runtime\Core\Containers\FString) & FlowDebugName )


className: FControlFlow

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


code: FControlFlow & AddOrGetBranch ( const int32 & InKey, const [FString](API\Runtime\Core\Containers\FString) & DebugBranchName )


code: bool Contains ( const int32 & Key ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > & FindChecked ( const int32 & Key )


code: bool IsAnyBranchRunning() const


className: FControlFlowBranch

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


code: typedef TBaseDelegate_NoParams< int32 > FControlFlowBranchDecider_Legacy


className: FControlFlowBranchDefiner

description: Would be nice to not force people to use int32 for the branch key, but finding the syntax to get it to work properly proved to be more difficult than it was worth. End result is callers have to cast to an int32.

code: typedef TBaseDelegate_OneParam< int32, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FControlFlowBranch](API\Plugins\ControlFlows\FControlFlowBranch) > > FControlFlowBranchDefiner


className: FControlFlowConditionalLoopDefiner

code: typedef TBaseDelegate_OneParam< [EConditionalLoopResult](API\Plugins\ControlFlows\EConditionalLoopResult), [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FConditionalLoop](API\Plugins\ControlFlows\FConditionalLoop) > > FControlFlowConditionalLoopDefiner


code: const void &42;const GetOwningObject&40;&41; const


code: FControlFlowContainerBase ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > InFlow, const [FString](API\Runtime\Core\Containers\FString) & FlowId )


className: FControlFlowContainerBase

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


className: FControlFlowContainerInternal

code: template<typename OwningObjectT, bool, bool> class FControlFlowContainerInternal


className: FControlFlowContainerInternal< OwningObjectT, false, true >::FControlFlowContainerInternal


code: FControlFlowContainerInternal &40; OwningObjectT &42; InOwner, TSharedRef< FControlFlow > InFlow, const FString & FlowId &41;


code: template<typename OwningObjectT> class FControlFlowContainerInternal< OwningObjectT, false, true > : public [FControlFlowContainerBase](API\Plugins\ControlFlows\FControlFlowContainerBase)


className: FControlFlowContainerInternal< OwningObjectT, false, true >::GetOwningObject

code: virtual const void &42;const GetOwningObject&40;&41; const


className: FControlFlowContainerInternal< OwningObjectT, true, false >::FControlFlowContainerInternal


code: virtual ~FControlFlowContainerBase()


className: FControlFlowContainerInternal< OwningObjectT, true, false >::GetOwningObject


className: FControlFlowLoopComplete

code: typedef TBaseDelegate_NoParams< bool > FControlFlowLoopComplete


code: template<typename OwningObjectT> class FControlFlowContainerInternal< OwningObjectT, true, false > : public [FControlFlowContainerBase](API\Plugins\ControlFlows\FControlFlowContainerBase)


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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTrackedActivity](API\Runtime\Core\Misc\FTrackedActivity) > GetTrackedActivity() const


code: bool HasCancelBeenRequested() const


code: FControlFlowNode ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > ControlFlowParent, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


className: FControlFlowNodePtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FControlFlowNode](API\Plugins\ControlFlows\FControlFlowNode) > FControlFlowNodePtr


className: FControlFlowNodeRef

code: typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FControlFlowNode](API\Plugins\ControlFlows\FControlFlowNode) > FControlFlowNodeRef


code: FControlFlowNode_RequiresCallback ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > ControlFlowParent, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: FControlFlowNode_RequiresCallback ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > ControlFlowParent, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName, const [FControlFlowWaitDelegate](API\Plugins\ControlFlows\FControlFlowWaitDelegate) & InCallback )


code: class FControlFlowNode_RequiresCallback : public [FControlFlowNode](API\Plugins\ControlFlows\FControlFlowNode)


code: FControlFlowNode_SelfCompleting ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > ControlFlowParent, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: FControlFlowNode_SelfCompleting ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > ControlFlowParent, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName, const FSimpleDelegate & InCallback )


className: FControlFlowNode

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

NodeName

type: FString

Parent

type: TWeakPtr< FCont...


code: class FControlFlowNode_SelfCompleting : public [FControlFlowNode](API\Plugins\ControlFlows\FControlFlowNode)


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FControlFlowSubTaskBase](API\Plugins\ControlFlows\FControlFlowSubTaskBase) > GetFlowTask() const


code: [FContolFlowTaskEvent](API\Plugins\ControlFlows\FContolFlowTaskEvent) & OnCancelRequested() const


code: [FContolFlowTaskEvent](API\Plugins\ControlFlows\FContolFlowTaskEvent) & OnExecute() const


code: FControlFlowNode_Task ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > ControlFlowParent, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FControlFlowSubTaskBase](API\Plugins\ControlFlows\FControlFlowSubTaskBase) > ControlFlowTask, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: class FControlFlowNode_Task : public [FControlFlowNode](API\Plugins\ControlFlows\FControlFlowNode)


className: FControlFlowPopulator

code: typedef TBaseDelegate_OneParam< void, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > > FControlFlowPopulator


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FControlFlow > GetTaskFlow() const


code: [FControlFlowPopulator](API\Plugins\ControlFlows\FControlFlowPopulator) & GetTaskPopulator() const


code: FControlFlowSimpleSubTask ( const [FString](API\Runtime\Core\Containers\FString) & TaskName, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > FlowOwner )


className: FControlFlowSimpleSubTask

code: class FControlFlowSimpleSubTask : public [FControlFlowSubTaskBase](API\Plugins\ControlFlows\FControlFlowSubTaskBase)


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()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FControlFlowsModule

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


code: template<typename OwningObjectT> static FControlFlow & Create ( OwningObjectT * OwningObject, const [FString](API\Runtime\Core\Containers\FString) & FlowId )


code: template<typename OwningObjectT> static FControlFlow * Find ( OwningObjectT * OwningObject, const [FString](API\Runtime\Core\Containers\FString) & FlowId )


code: template<typename OwningObjectT> static FControlFlow & FindOrCreate ( OwningObjectT * OwningObject, const [FString](API\Runtime\Core\Containers\FString) & FlowId, bool bResetIfFound )


code: template<typename OwningObjectT> static bool IsRunning ( OwningObjectT * OwningObject, const [FString](API\Runtime\Core\Containers\FString) & FlowId )


code: template<typename OwningObjectT> static void StopFlow ( OwningObjectT * OwningObject, const [FString](API\Runtime\Core\Containers\FString) & FlowId )


className: FControlFlowStatics

description: IWYU pragma: begin_keep.

code: class FControlFlowStatics


code: FSimpleDelegate & OnCancelled() const


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


code: FSimpleDelegate & OnComplete() const


code: FControlFlowSubTaskBase ( const [FString](API\Runtime\Core\Containers\FString) & TaskName )


code: virtual ~FControlFlowSubTaskBase()


className: FControlFlowSubTaskBase

description: Empty Task.

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


code: FControlFlowTask_Branch ( const [FString](API\Runtime\Core\Containers\FString) & TaskName )


code: class FControlFlowTask_Branch : public [FControlFlowSubTaskBase](API\Plugins\ControlFlows\FControlFlowSubTaskBase)

Activity

type: TSharedPtr<FTr...


description: Adds a branch to your flow. The flow will use FControlFlowBranchDecider to determine which flow branch to execute

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FControlFlowTask_BranchLegacy](API\Plugins\ControlFlows\FControlFlowTask_BranchLegacy) > QueueBranch ( int32 BranchIndex, [FControlFlowBranchDecider_Legacy](API\Plugins\ControlFlows\FControlFlowBranchDecider_Legacy) & BranchDecider, const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


description: Allows you to break up your flow into Smaller Tasks to help organize your flow. The flow will execute the FControlFlowPopulator only once

code: [FControlFlowPopulator](API\Plugins\ControlFlows\FControlFlowPopulator) & QueueControlFlow ( int32 BranchIndex, const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


description: Returns a delegate for easier syntax to bind a function for the flow to execute and then move on

code: FSimpleDelegate & QueueFunction ( int32 BranchIndex, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


description: Adds a Loop to your flow. The flow will use FControlFlowLoopComplete - if this returns false, the flow will execute FControlFlowPopulator until true is returned

code: [FControlFlowPopulator](API\Plugins\ControlFlows\FControlFlowPopulator) & QueueLoop ( int32 BranchIndex, [FControlFlowLoopComplete](API\Plugins\ControlFlows\FControlFlowLoopComplete) & LoopCompleteDelgate, const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: template<typename... VarTypes> void QueueStep ( int32 BranchIndex, VarTypes... Vars )


description: The flow will execute this function where the bound function takes in a ControlFlowNode. The Flow will pause until ControlFlowNode->CompleteExecution() is called.

code: [FControlFlowWaitDelegate](API\Plugins\ControlFlows\FControlFlowWaitDelegate) & QueueWait ( int32 BranchIndex, const [FString](API\Runtime\Core\Containers\FString) & FlowNodeDebugName )


code: FControlFlowTask_BranchLegacy ( [FControlFlowBranchDecider_Legacy](API\Plugins\ControlFlows\FControlFlowBranchDecider_Legacy) & BranchDecider, const [FString](API\Runtime\Core\Containers\FString) & TaskName )


code: class FControlFlowTask_BranchLegacy : public [FControlFlowSubTaskBase](API\Plugins\ControlFlows\FControlFlowSubTaskBase)


code: FControlFlowTask_ConcurrentFlows ( const [FString](API\Runtime\Core\Containers\FString) & TaskName )


code: class FControlFlowTask_ConcurrentFlows : public [FControlFlowSubTaskBase](API\Plugins\ControlFlows\FControlFlowSubTaskBase)


code: FControlFlowTask_ConditionalLoop ( const [FString](API\Runtime\Core\Containers\FString) & TaskName )


code: class FControlFlowTask_ConditionalLoop : public [FControlFlowSubTaskBase](API\Plugins\ControlFlows\FControlFlowSubTaskBase)


code: class FControlFlowTask_LoopDeprecated : public [FControlFlowSimpleSubTask](API\Plugins\ControlFlows\FControlFlowSimpleSubTask)


code: FControlFlowTask_LoopDeprecated ( [FControlFlowLoopComplete](API\Plugins\ControlFlows\FControlFlowLoopComplete) & TaskCompleteDelegate, const [FString](API\Runtime\Core\Containers\FString) & TaskName, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > FlowOwner )


className: FControlFlowWaitDelegate

code: typedef TBaseDelegate_OneParam< void, [FControlFlowNodeRef](API\Plugins\ControlFlows\FControlFlowNodeRef) > FControlFlowWaitDelegate


className: MyFunction

code: *void MyFunction()


description: void MyFunction(...); /**

code: *void MyFunction ( [FControlFlowNodeRef](API\Plugins\ControlFlows\FControlFlowNodeRef) FlowHandle, ... )


code: *void MyFunction ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > Subflow, ... )


className: QueueStep

code: ** QueueStep ( [this](API\Plugins\WorldConditions\this), &ThisClass::Destruct )


className: TControlFlowContainer

code: template<typename ExternalObjectT> class TControlFlowContainer : public [FControlFlowContainerInternal< ExternalObjectT, TIsDerivedFrom< ExternalObjectT, UObject >::IsDerived, IsDerivedFromSharedFromThis< ExternalObjectT >()>](API\Plugins\ControlFlows\FControlFlowContainerInternal)


className: UnnamedControlFlowBranchCounter

code: static int32 UnnamedControlFlowBranchCounter = 0;


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

module: ControlRig

code: virtual void BeginDestroy()


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


code: TControlFlowContainer ( ExternalObjectT * InOwner, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FControlFlow > InFlow, const [FString](API\Runtime\Core\Containers\FString) & FlowId )


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Returns true if this actor can EVER be selected in a level in the editor. Can be overridden by specific actors to make them unselectable.

code: virtual bool IsSelectable() const


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

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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Control Actor", DisplayName="Reset") void ResetControlActor()


description: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


className: AControlRigControlActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="Control Display Actor")) class AControlRigControlActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ControlRigClass

type: TSubclassOf<UC...

MaterialOverride

type: TObjectPtr<UMa...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="ControlRig|Shape") FTransform GetGlobalTransform() const


description: Returns the key of the control element this shape actor represents


description: Get whether the control is enabled/disabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) virtual bool IsEnabled() const


description: Get whether the control is hovered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) virtual bool IsHovered() const


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


description: Get wether the control is selectable/unselectable


description: Get whether the control is selected/unselected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) virtual bool IsSelectedInEditor() const


description: Event called when the enabled state of this control has changed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnEnabledChanged ( bool bIsEnabled )


description: Event called when the hovered state of this control has changed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnHoveredChanged ( bool bIsSelected )


description: Event called when the manipulating state of this control has changed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnManipulatingChanged ( bool bIsManipulating )


description: Event called when the selection state of this control has changed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnSelectionChanged ( bool bIsSelected )


description: Event called when the transform of this control has changed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnTransformChanged ( const FTransform & NewTransform )


description: Set the control to be enabled/disabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) virtual void SetEnabled ( bool bInEnabled )


description: This returns root component transform based on attach when there is no attach, it is based on 0

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ControlRig|Shape") void SetGlobalTransform ( const FTransform & InTransform )


description: Set the control to be hovered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) virtual void SetHovered ( bool bInHovered )


description: Set the control to be selected/unselected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) virtual void SetSelectable ( bool bInSelectable )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) virtual void SetSelected ( bool bInSelected )


description: Changes the shape color

code: virtual void SetShapeColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Called from the edit mode each tick

code: virtual void TickControl()


description: Try to update the actor with the latest settings

code: bool UpdateControlSettings ( [ERigHierarchyNotification](API\Plugins\ControlRig\Rigs\ERigHierarchyNotification) InNotif, [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * InControlElement, bool bHideManipulators, bool bIsInLevelEditor )


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


description: Add Transform Keys at the specified times

code: virtual bool AddTransformKeys ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & InFrames, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms, const EMovieSceneTransformChannel & InChannels, const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & InTickResolution, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection, const bool bLocal ) const


className: AControlRigShapeActor

description: An actor used to represent a rig control

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotPlaceable, Transient) class AControlRigShapeActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ActorRootComponent

description: This is the one holding transform for the controls

ColorParameterName

description: The name of the color parameter on the material

ControlName

description: The name of the control this actor is referencing

ControlRig

type: TWeakObjectPtr<...

description: Control rig this actor is referencing we can have multiple control rig's visible

OverrideColor

type: FLinearColor

ShapeName

description: The name of the shape to use on this actor

StaticMeshComponent

description: This is visual representation of the transform


description: Generates a hash value based on ControlRig and ControlName.

code: static uint32 ComputeHash ( const [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [FName](API\Runtime\Core\UObject\FName) & InControlName )


description: Make a duplicate of myself with this outer

code: virtual [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) * Duplicate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter ) const


description: Get the array of double channels for the specified section

code: virtual [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FMovieSceneDoubleChannel](API\Runtime\MovieScene\Channels\FMovieSceneDoubleChannel) * > GetDoubleChannels ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection ) const


description: Get the array of float channels for the specified section

code: virtual [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FMovieSceneFloatChannel](API\Runtime\MovieScene\Channels\FMovieSceneFloatChannel) * > GetFloatChannels ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection ) const


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


description: Gets the global transform of the control.

code: virtual FTransform GetGlobalTransform() const


description: Generates a hash value of the underlying transformable object.

code: virtual uint32 GetHash() const


description: Returns labels used for UI.

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


description: Sets the local transform of the control.

code: virtual FTransform GetLocalTransform() const


description: Returns the target object containing the tick function (e.i. SkeletalComponent bound to ControlRig).

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


description: Look for a possible tick function that can be used as a prerequisite.

code: virtual [FTickPrerequisite](API\Runtime\Engine\Engine\FTickPrerequisite) GetPrimaryPrerequisite() const


description: Returns the skeletal mesh bound to ControlRig.

code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetSkeletalMesh() const


description: Returns ths SkeletalComponent tick function.

code: virtual [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) * GetTickFunction() const


description: Returns the underlying targeted object.

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


description: Check for direct dependencies (ie hierarchy + skeletal mesh) with InOther.

code: virtual bool HasDirectDependencyWith ( const [UTransformableHandle](API\Runtime\Constraints\UTransformableHandle) & InOther ) const


description: Sanity check to ensure that ControlRig and ControlName are safe to use.

code: virtual bool IsValid() const


code: void OnControlModified ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [FRigControlElement](API\Plugins\ControlRig\Rigs\FRigControlElement) * InControl, const [FRigControlModifiedContext](API\Plugins\ControlRig\Rigs\FRigControlModifiedContext) & InContext )


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

code: virtual void PostLoad()


description: Resolve the bound objects so that any object it references are resolved and correctly set up

code: virtual void ResolveBoundObjects ( [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) LocalSequenceID, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description: Sets the global transform of the control.

code: virtual void SetGlobalTransform ( const FTransform & InGlobal ) const


code: virtual void SetLocalTransform ( const FTransform & InLocal ) const


description: Tick things when baking

code: virtual void TickForBaking()


description: Registers/Unregisters useful delegates to track changes in the control's transform.

code: void UnregisterDelegates() const


description: UTransformableControlHandle

code: virtual ~UTransformableControlHandle()


className: UTransformableControlHandle

description: UTransformableControlHandle

ControlName

type: FName

description: The ControlName of the control that this handle is pointing at.

ControlRig

type: TSoftObjectPtr<...

description: The ControlRig that this handle is pointing at.


className: ControlRigMetadata::

description: Metadata usable in USTRUCT for customizing the behavior when displaying the property in a property panel or graph node.

code: namespace ControlRigMetadata { enum { Abstract, DisplayName, ShowVariableNameInTitle, } }


description: Metadata usable in UPROPERTY for customizing the behavior when displaying the property in a property panel or graph node.

code: namespace ControlRigMetadata { enum { Input, Output, AllowSourceAccess, } }


className: EControlRigComponentMapDirection

description: Enum for controlling how an element should be mapped.

code: enum EControlRigComponentMapDirection { Input, Output, }


className: EControlRigComponentSpace

description: Enum for controlling which space a transform is applied in.

code: enum EControlRigComponentSpace { WorldSpace, ActorSpace, ComponentSpace, RigSpace, LocalSpace, Max, }


className: EControlRigTestDataPlaybackMode

code: enum EControlRigTestDataPlaybackMode { Live, ReplayInputs, GroundTruth, Max, }


className: ERigExecutionType

description: Thought of mixing this with execution on the problem is execution on is transient state, and this execution type is something to be set per rig

code: enum ERigExecutionType { Runtime, Editing, Max, }


className: ETransformGetterType

code: enum ETransformGetterType { Initial, Current, Max, }


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

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


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

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


className: FCurveMappings

code: typedef [UE::Anim::TNamedValueArray](API\Runtime\Engine\Animation\TNamedValueArray)< FDefaultAllocator, FControlRigCurveMapping > FCurveMappings


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

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


code: [FName](API\Runtime\Core\UObject\FName) GetIOMapping ( bool bInput, const [FName](API\Runtime\Core\UObject\FName) & SourceProperty ) const


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UControlRig](API\Plugins\ControlRig\UControlRig) > GetControlRigClass() const


description: Return Control Rig of current object

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


description: Get the LOD threshold at which this node is enabled. Node is enabled if the current LOD >= threshold.

code: virtual int32 GetLODThreshold() const


className: ETransformSpaceMode

code: enum ETransformSpaceMode { LocalSpace, GlobalSpace, BaseSpace, BaseJoint, Max, }


description: Get Target Class

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


description: Initialize property links from the source instance, in this case AnimInstance Compiler creates those properties during compile time

code: virtual void InitializeProperties ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceInstance, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InTargetClass )


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

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


description: We only subscribe to the OnInitializeAnimInstance path because we need to cache our source object, so we only override these methods in editor at the moment

code: virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


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


description: Propagate the Source Instances' properties to Target Instance

code: virtual void PropagateInputProperties ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceInstance )


code: void SetIOMapping ( bool bInput, const [FName](API\Runtime\Core\UObject\FName) & SourceProperty, const [FName](API\Runtime\Core\UObject\FName) & TargetCurve )


description: Helper function to update the initial ref pose within the Control Rig if needed.

code: void UpdateControlRigRefPoseIfNeeded ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InProxy, bool bIncludePoseInHash )


description: Update input/output to control rig

code: virtual void UpdateInput ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, const [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & InOutput )


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

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


code: virtual void UpdateOutput ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & InOutput )


description: Animation node that allows animation ControlRig output to be used in an animation graph

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimNode_ControlRig : public [FAnimNode_ControlRigBase](API\Plugins\ControlRig\FAnimNode_ControlRigBase)

RefPoseSetterHash

type: TOptional< int3...

description: A hash to encode the pointer to anim instance, an.


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


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


description: Execute control rig on the input pose and outputs the result

code: void ExecuteControlRig ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & InOutput )


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


description: Return Control Rig of current object

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


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UControlRig](API\Plugins\ControlRig\UControlRig) > GetControlRigClass() const


description: Get Target Class

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


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


description: For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on theUAnimInstanceCDO to avoid needing to call this at runtime.

code: virtual bool NeedsOnInitializeAnimInstance() const


code: virtual void OnInitializeAnimInstance ( const [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * InProxy, const [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


code: void QueueControlRigDrawInstructions ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * Proxy ) const


code: virtual void UpdateOutput ( [UControlRig](API\Plugins\ControlRig\UControlRig) * ControlRig, [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & InOutput )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimNode_ControlRigBase : public [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty)

bClearEventQueueRequired

type: bool

bResetInputPoseToInitial

description: If this is checked the rig's pose needs to be reset to its initial prior to evaluating the rig.

bTransferInputCurves

description: If this is checked the curves coming from the AnimBP will be transferred into the Control Rig.

bTransferInputPose

description: If this is checked the bone pose coming from the AnimBP will be transferred into the Control Rig.

bTransferPoseInGlobalSpace

description: Transferring the pose in global space guarantees a global pose match, while transferring in local space ensures a match of the local transforms.

ControlRigBoneInputMappingByIndex

type: TArray< TPair< ...

description: Complete mapping from skeleton to control rig bone index

ControlRigBoneInputMappingByName

type: TMap<FName, ui...

description: Rig Hierarchy bone name to required array index mapping

ControlRigCurveMappingByIndex

description: Complete mapping from skeleton to curve name

ControlRigCurveMappingByName

type: TMap<FName,FN...

description: Rig Curve name to Curve mapping

EventQueue

type: TArray<FContro...

description: The customized event queue to run.

InputBonesToTransfer

type: TArray<FBoneRe...

description: An inclusive list of bones to transfer as part of the input pose transfer phase.

InputSettings

type: FControlRigIOSe...

InputToControlIndex

type: TMap<FName, in...

InternalBlendAlpha

type: float

description: The below is alpha value support for control rig.

NodeMappingContainer

description: Node Mapping Container

OutputBonesToTransfer

description: An inclusive list of bones to transfer as part of the output pose transfer phase.

Source

type: FPoseLink


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


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FAnimNode_ControlRig_ExternalSource : public [FAnimNode_ControlRigBase](API\Plugins\ControlRig\FAnimNode_ControlRigBase)


description:
Evaluate override point
true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true

code: virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


description: Called when our anim instance is being initialized

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


description: Updates the anim graph

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


code: FControlRigAnimInstanceProxy()


code: FControlRigAnimInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


code: virtual ~FControlRigAnimInstanceProxy()


className: FControlRigAnimInstanceProxy

description: Proxy override for this UAnimInstance-derived class

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FControlRigAnimInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)

StoredCurves

type: TMap<FName, fl...

StoredTransforms

type: TMap<FMeshPose...


code: FControlRigAnimNodeEventName()


className: FControlRigAnimNodeEventName


code: FControlRigBracketScope ( int32 & InBracket )


className: FControlRigComponentDelegate

description: Bindable event for external objects to hook into ControlRig-level execution

code: class FControlRigComponentDelegate


className: FControlRigBracketScope

code: class FControlRigBracketScope


className: FControlRigComponentMappedBone


code: FControlRigComponentMappedComponent()


className: FControlRigComponentMappedComponent

Component

type: TObjectPtr<USc...

Direction

type: EControlRigComp...

ElementType

type: ERigElementType

description: The type of element this is mapped to.


className: FControlRigComponentMappedCurve

Source

type: FName


code: [FControlRigAnimInstanceProxy](API\Plugins\ControlRig\FControlRigAnimInstanceProxy) * GetAnimProxyOnGameThread() const


code: FControlRigComponentMappedElement()


className: FControlRigComponentMappedElement

ComponentReference

type: FSoftComponentR...

description: The component to map to the Control Rig.

Direction

description: The direction (input / output) to be used for mapping an element.

ElementName

description: The name of the element to map to.

ElementType

description: The type of element this is mapped to.

Offset

type: FTransform

description: The offset transform to apply.

Space

description: Space in which the mapping happens

TransformIndex

description: An optional index that can be used with components with multiple transforms (for example the InstancedStaticMeshComponent)

TransformName

description: An optional name that can be used with components that have sockets (for example the SkeletalMeshComponent)

Weight

description: Defines how much the mapped element should be driven


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


code: FControlRigInteractionScope ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [TArray](API\Runtime\Core\Containers\TArray)< [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) > & InKeys, [EControlRigInteractionType](API\Plugins\ControlRig\Units\EControlRigInteractionType) InInteractionType )


className: FControlRigInteractionScope

code: class FControlRigInteractionScope


code: FControlRigInteractionScope ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InKey, [EControlRigInteractionType](API\Plugins\ControlRig\Units\EControlRigInteractionType) InInteractionType )


code: ~FControlRigInteractionScope()


className: FControlRigIOSettings

description: Struct defining the settings to override when driving a control rig

bUpdateCurves

type: bool


code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetBindableObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Bind to a runtime object

code: virtual void BindToObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Get the current object we are bound to

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


description: Find the actor we are bound to, if any

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


description: Check whether we are bound to the supplied object. This can be distinct from a direct pointer comparison (e.g. in the case of an actor passed to BindToObject, we may actually bind to one of its components).

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


code: virtual [FControlRigBind](API\Plugins\ControlRig\IControlRigObjectBinding\FControlRigBind) & OnControlRigBind()


code: virtual [FControlRigUnbind](API\Plugins\ControlRig\IControlRigObjectBinding\FControlRigUnbind) & OnControlRigUnbind()


description: Unbind from the current bound runtime object

code: virtual void UnbindFromObject()


code: virtual ~FControlRigObjectBinding()


className: FControlRigObjectBinding

code: class FControlRigObjectBinding : public [IControlRigObjectBinding](API\Plugins\ControlRig\IControlRigObjectBinding)


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: Type

code: enum Type { BeforeCustomVersionWasAdded, RemovalOfHierarchyRefPins, OperatorsStoringPropertyPaths, SwitchedToRigVM, ControlOffsetTransform, RigElementKeyCache, BlueprintVariableSupport, RigHierarchyV2, RigHierarchyMultiParentConstraints, RigHierarchyControlSpaceFavorites, StorageMinMaxValuesAsFloatStorage, RenameGizmoToShape, BoundVariableWithInjectionNode, PerChannelLimits, RemovedMultiParentParentCache, RemoveParameters, CurveElementValueStateFlag, ControlAnimationType, TemplatesPreferredPermutatation, PreferredEulerAnglesForControls, HierarchyElementMetadata, LibraryNodeTemplates, RestrictSpaceSwitchingForControls, ControlTransformChannelFiltering, StoreFunctionsInGeneratedClass, RigHierarchyStoringPreviousNames, RigHierarchyControlPreferredRotationOrder, RigHierarchyControlPreferredRotationOrderFlag, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


className: FControlRigObjectVersion

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

code: struct FControlRigObjectVersion


code: uint32 GetAllocatedSize() const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Returns a struct that describes to the renderer when to draw this proxy.
View relevance struct

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: FControlRigSceneProxy ( const [UControlRigComponent](API\Plugins\ControlRig\UControlRigComponent) * InComponent )


className: FControlRigSceneProxy

code: class FControlRigSceneProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)


className: FControlRigShapeDefinition

Library

type: TWeakObjectPtr<...

StaticMesh

type: TSoftObjectPtr<...


code: FControlRigSimpleScopeSecondsCounter ( const TCHAR * InName )


code: ~FControlRigSimpleScopeSecondsCounter()


className: FControlRigSimpleScopeSecondsCounter

code: struct FControlRigSimpleScopeSecondsCounter : public [FSimpleScopeSecondsCounter](API\Runtime\Core\Stats\FSimpleScopeSecondsCounter)


code: static [FControlRigStats](API\Plugins\ControlRig\FControlRigStats) & Get()


code: double & RetainCounter ( const TCHAR * Key )


code: double & RetainCounter ( const [FName](API\Runtime\Core\UObject\FName) & Key )


className: FControlRigStats

code: struct FControlRigStats

Counters

type: TMap<FName, do...

Stack

type: TArray<FName>


code: bool Restore ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bInitial ) const


code: bool RestoreVariables ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig ) const


code: bool Store ( [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, bool bInitial )


className: FControlRigTestDataFrame

AbsoluteTime

type: double

Pose

type: FRigPose

Variables

type: TArray<FContro...


className: FControlRigTestDataVariable

Value

type: FString


className: FControlRigValidationClearDelegate

code: typedef TBaseDelegate_NoParams< void > FControlRigValidationClearDelegate


code: [FString](API\Runtime\Core\Containers\FString) GetDisplayNameForEvent ( const [FName](API\Runtime\Core\UObject\FName) & InEventName ) const


code: void Report ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, const [FString](API\Runtime\Core\Containers\FString) & InMessage )


code: void Report ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InKey, const [FString](API\Runtime\Core\Containers\FString) & InMessage )


code: void Report ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) & InKey, float InQuality, const [FString](API\Runtime\Core\Containers\FString) & InMessage )


code: FControlRigValidationContext()


className: FControlRigValidationReportDelegate

code: typedef TBaseDelegate_FourParams< void, [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type), const [FRigElementKey](API\Plugins\ControlRig\Rigs\FRigElementKey) &, float, const [FString](API\Runtime\Core\Containers\FString) & > FControlRigValidationReportDelegate


code: FControlShapeActorCreationParam()


className: FControlShapeActorCreationParam

Color

type: FLinearColor

ControlRig

type: UControlRig...

ManipObj

type: UObject*


description: Get the struct that this references

code: template<typename StructType> const StructType * GetInternal() const


className: FStructReference

description: Base class used to reference a struct in the graph. Don't use this directly, only derived classes. Use the IMPLEMENT_STRUCT_REFERENCE macro to create new struct reference types easily.


description: Set the struct that this references

code: template<typename StructType> void SetInternal ( const StructType * InStructPointer )


className: IControlRigModule

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


description: Bind to a runtime object

code: void BindToObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: FControlRigBind

description: Bindable event for external objects to be notified that a Control has been bound

code: class FControlRigBind : public TBaseMulticastDelegate_OneParam< void, UObject * >


className: FControlRigUnbind

description: Bindable event for external objects to be notified that a Control has been unbound

code: class FControlRigUnbind : public TBaseMulticastDelegate_NoParams< void >


description: Get the current object we are bound to

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


description: Find the actor we are bound to, if any

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


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


className: IControlRigObjectBinding

description: Interface to allow control rigs to bind to external objects

code: class IControlRigObjectBinding


code: void UnbindFromObject()


className: ECRSimConstraintType

code: enum ECRSimConstraintType { Distance, DistanceFromA, DistanceFromB, Plane, }


className: ECRSimPointForceType

code: enum ECRSimPointForceType { Direction, }


code: static void SolveBasicTwoBoneIK ( FTransform & BoneA, FTransform & BoneB, FTransform & Effector, const FVector & PoleVector, const FVector & PrimaryAxis, const FVector & SecondaryAxis, float SecondaryAxisWeight, float BoneALength, float BoneBLength, bool bEnableStretch, float StretchStartRatio, float StretchMaxRatio )


className: FControlRigMathLibrary

code: class FControlRigMathLibrary : public [FRigVMMathLibrary](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMMathLibrary)


className: ECRSimSoftCollisionType

code: enum ECRSimSoftCollisionType { Plane, Sphere, Cone, }


code: virtual void CachePreviousStep()


code: virtual void IntegrateVerlet ( float InBlend )


code: virtual void StepSemiExplicitEuler ( float InDeltaTime )


code: virtual void StepVerlet ( float InDeltaTime, float InBlend )


className: FCRSimContainer

AccumulatedTime

type: float

description: The time step used by this container

TimeLeftForStep

description: The time left until the next step

TimeStep

description: The time step used by this container


code: void CalculateForPoints ( const [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) & InPointA, const [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) & InPointB, FVector & ForceA, FVector & ForceB ) const


className: FCRSimLinearSpring

Coefficient

description: The power of this spring

Equilibrium

description: The rest length of this spring.

SubjectA

description: The first point affected by this spring

SubjectB

description: The second point affected by this spring


code: void Apply ( [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) & OutPointA, [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) & OutPointB ) const


className: FCRSimPointConstraint

DataA

type: FVector

description: The first data member for the constraint.

DataB

description: The second data member for the constraint.

SubjectA

description: The first point affected by this constraint

description: The (optional) second point affected by this constraint This is currently only used for the distance constraint

Type

type: ECRSimConstrain...

description: The type of the constraint


code: [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) GetPointInterpolated ( int32 InIndex ) const


code: void IntegrateForcesAndVolumes()


code: void IntegrateVelocityVerlet ( float InBlend )


className: FCRSimPointContainer

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCRSimPointContainer : public [FCRSimContainer](API\Plugins\ControlRig\Math\Simulation\FCRSimContainer)

CollisionVolumes

type: TArray<FCRSimS...

description: The collision volumes for the simulation

Constraints

type: TArray<FCRSimP...

description: The constraints within the simulation

Forces

description: The forces to apply to the points

Points

type: TArray<FRigVMS...

description: The points within the simulation

Springs

type: TArray<FCRSimL...

description: The springs within the simulation


code: FVector Calculate ( const [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) & InPoint, float InDeltaTime ) const


className: FCRSimPointForce

bNormalize

type: bool

description: If set to true the input vector will be normalized.

Coefficient

description: The strength of the force (a multiplier for direction based forces)

ForceType

type: ECRSimPointForc...

description: The type of force.

Vector

description: The point / direction to use for the force.


code: static float CalculateFalloff ( const [FCRSimSoftCollision](API\Plugins\ControlRig\Math\Simulation\FCRSimSoftCollision) & InCollision, const FVector & InPosition, float InSize, FVector & OutDirection )


code: FVector CalculateForPoint ( const [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) & InPoint, float InDeltaTime ) const


className: FCRSimSoftCollision

bInverted

description: If set to true the collision volume will be inverted

Coefficient

description: The strength of the collision force

FalloffType

type: ERigVMAnimEasin...

description: The type of falloff to use

MaximumDistance

description: The maximum distance for the collision.

MinimumDistance

description: The minimum distance for the collision.

ShapeType

type: ECRSimSoftColli...

description: The type of collision shape

Transform

type: FTransform

description: The world / global transform of the collisoin


code: static void ComputeWeightsFromMass ( float MassA, float MassB, float & OutWeightA, float & OutWeightB )


className: EControlRigFKRigExecuteMode

code: enum EControlRigFKRigExecuteMode { Replace, Additive, Direct, Max, }


className: EControlRigContextChannelToKey

code: enum EControlRigContextChannelToKey { None = 0x000, TranslationX = 0x001, TranslationY = 0x002, TranslationZ = 0x004, Translation = TranslationX | TranslationY | TranslationZ, RotationX = 0x008, RotationY = 0x010, RotationZ = 0x020, Rotation = RotationX | RotationY | RotationZ, ScaleX = 0x040, ScaleY = 0x080, ScaleZ = 0x100, Scale = ScaleX | ScaleY | ScaleZ, AllTransform = Translation | Rotation | Scale, }


className: EControlRigSetKey

description: When setting control values what to do with regards to setting key.

code: enum EControlRigSetKey { DoNotCare = 0x0, Always, Never, }


className: ERigBoneType

code: enum ERigBoneType { Imported, User, }


className: ERigControlAnimationType

code: enum ERigControlAnimationType { AnimationControl, AnimationChannel, ProxyControl, VisualCue, }


className: ERigControlTransformChannel

code: enum ERigControlTransformChannel { TranslationX, TranslationY, TranslationZ, Pitch, Yaw, Roll, ScaleX, ScaleY, ScaleZ, }


className: ERigControlType

code: enum ERigControlType { Bool, Float, Integer, Vector2D, Position, Scale, Rotator, Transform, TransformNoScale, EulerTransform, }


className: ERigControlVisibility

code: enum ERigControlVisibility { UserDefined, BasedOnSelection, }


className: ERigControlValueType

code: enum ERigControlValueType { Initial, Current, Minimum, Maximum, }


className: ERigElementType

description: This is rig element types that we support This can be used as a mask so supported as a bitfield

code: enum ERigElementType { None, Bone = 0x001, Null = 0x002, Space = Null, Control = 0x004, Curve = 0x008, RigidBody = 0x010, Reference = 0x020, Last = 0x040, All = Bone | Null | Control | Curve | RigidBody | Reference, ToResetAfterConstructionEvent = Bone | Control | Curve, }


className: ERigControlAxis

code: enum ERigControlAxis { X, Y, Z, }


className: ERigEvent

code: enum ERigEvent { None, RequestAutoKey, OpenUndoBracket, CloseUndoBracket, Max, }


className: ERigMetadataType

description: The type of meta data stored on an element

code: enum ERigMetadataType { Bool, BoolArray, Float, FloatArray, Int32, Int32Array, Name, NameArray, Vector, VectorArray, Rotator, RotatorArray, Quat, QuatArray, Transform, TransformArray, LinearColor, LinearColorArray, RigElementKey, RigElementKeyArray, Invalid, }


className: ERigHierarchyNotification

code: enum ERigHierarchyNotification { ElementAdded, ElementRemoved, ElementRenamed, ElementSelected, ElementDeselected, ParentChanged, HierarchyReset, ControlSettingChanged, ControlVisibilityChanged, ControlDrivenListChanged, ControlShapeTransformChanged, ParentWeightsChanged, InteractionBracketOpened, InteractionBracketClosed, ElementReordered, Max, }


className: ERigSpaceType

code: enum ERigSpaceType { Global, Bone, Control, Space, }


className: ERigTransformStackEntryType

code: enum ERigTransformStackEntryType { TransformPose, ControlOffset, ControlShape, CurveValue, }


code: namespace ERigTransformType { bool ERigTransformType::IsCurrent ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }


code: namespace ERigTransformType { bool ERigTransformType::IsGlobal ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }


code: namespace ERigTransformType { bool ERigTransformType::IsInitial ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }


code: namespace ERigTransformType { bool ERigTransformType::IsLocal ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }


code: namespace ERigTransformType { [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) ERigTransformType::MakeCurrent ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }


code: namespace ERigTransformType { [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) ERigTransformType::MakeGlobal ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }


code: namespace ERigTransformType { [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) ERigTransformType::MakeLocal ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }


code: namespace ERigTransformType { [ERigTransformType::Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) ERigTransformType::SwapCurrentAndInitial ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }


code: namespace ERigTransformType { [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) ERigTransformType::MakeInitial ( const [Type](API\Plugins\ControlRig\Rigs\ERigTransformType__Type) InTransformType ) }