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

module: IKRigEditor

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FIKRigEditor

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


description: 12 edges of cube

code: namespace IKRigDebugRendering { static [TArray](API\Runtime\Core\Containers\TArray) IKRigDebugRendering::CubeEdges = { 0,1, 1,2, 2,3, 3,0, 4,5, 5,6, 6,7, 7,4, 0,4, 1,5, 2,6, 3,7 }; }


description: 8 vertices of cube

code: namespace IKRigDebugRendering { static [TArray](API\Runtime\Core\Containers\TArray) IKRigDebugRendering::CubeVertices = { FVector(-0.5f, 0.5f, -0.5f), FVector(0.5f, 0.5f, -0.5f), FVector(0.5f, 0.5f, 0.5f), FVector(-0.5f, 0.5f, 0.5f), FVector(-0.5f, -0.5f, -0.5f), FVector(0.5f, -0.5f, -0.5f), FVector(0.5f, -0.5f, 0.5f), FVector(-0.5f, -0.5f, 0.5f), }; }


code: namespace IKRigDebugRendering { static void IKRigDebugRendering::DrawWireCube ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & Transform, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float Size, float Thickness ) }


className: EAutoMapChainType

code: enum EAutoMapChainType { Exact, Fuzzy, Clear, }


className: EIKRetargetTransformType

code: enum EIKRetargetTransformType { Current, Reference, RelativeOffset, Bone, }


className: ERetargeterOutputMode

description: Retarget editor modes

code: enum ERetargeterOutputMode { RunRetarget, ShowRetargetPose, EditRetargetPose, }


className: ESelectionEdit

code: enum ESelectionEdit { Add, Remove, Replace, }


className: ERetargetSelectionType

code: enum ERetargetSelectionType { BONE, CHAIN, MESH, ROOT, NONE, }


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 )


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


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


description: A node just to preview a retarget pose

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

IKRetargeterAsset

type: TObjectPtr<UIK...

description: Retarget asset holding the pose to preview.

InputPose

type: FPoseLink

RetargetPoseBlend

type: float

description: Amount to blend the retarget pose with the reference pose when shoing the retarget pose

SourceOrTarget

type: ERetargetSource...

description: Whether to preview the source or the target


code: static void CreateNewIKRetargeterFromIKRig ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSelectedObject )


code: static void CreateRetargetSubMenu ( [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & InSection )


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: IAssetTypeActionsImplementation.

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


description: Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const


description: Get the supported class of this type.

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


description: Returns the thumbnail info for the specified asset, if it has one.

code: virtual [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * GetThumbnailInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) 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: class FAssetTypeActions_IKRetargeter : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


className: FBoneEdit

code: struct FBoneEdit

AccumulatedGlobalOffset

type: FQuat

AccumulatedPositionOffset

type: FVector

description: Translation edits

GlobalTransform

type: FTransform

Name

type: FName

PreviousDeltaRotation

type: TArray< FQuat >


code: FBoundIKRig ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * InIKRig, const [FIKRetargetEditorController](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditorController) & InController )


className: FBoundIKRig

code: struct FBoundIKRig

AddedChainDelegateHandle

type: FDelegateHandle

IKRig

type: UIKRigDefinitio...


className: FChainMapFilterOptions

code: struct FChainMapFilterOptions

bHideChainsWithoutIK

type: bool


description: ENDFAnimInstanceProxyinterface

code: void ConfigureAnimInstance ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) & InSourceOrTarget, [UIKRetargeter](API\Plugins\IKRig\Retargeter\UIKRetargeter) * InIKRetargetAsset, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) > InSourceMeshComponent )


description: Cache bones override point. You should call CacheBones on any nodes that need it here. bBoneCachesInvalidated is used to only perform this when needed (e.g. when a LOD changes), as it is usually an expensive operation.

code: virtual void CacheBones()


description: Called when the anim instance is being initialized. If we are not using a blueprint instance, these nodes can be provided

code: virtual void GetCustomNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * > & OutNodes )


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: ENDFAnimPreviewInstanceProxyinterfaceFAnimInstanceProxyinterface Called when the anim instance is being initialized. These nodes can be provided

code: virtual [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetCustomRootNode()


description: FAnimPreviewInstanceProxyinterface

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


code: void SetRetargetMode ( const [ERetargeterOutputMode](API\Plugins\IKRigEditor\RetargetEditor\ERetargeterOutputMode) & InOutputMode )


description: Updates the anim graph

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


code: FIKRetargetAnimInstanceProxy()


code: FIKRetargetAnimInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, [FAnimNode_PreviewRetargetPose](API\Plugins\IKRigEditor\RetargetEditor\FAnimNode_PreviewRetargetPose) * InPreviewPoseNode, [FAnimNode_RetargetPoseFromMesh](API\Plugins\IKRig\AnimNodes\FAnimNode_RetargetPoseFromMesh) * InRetargetNode )


code: void SetRetargetPoseBlend ( const float & InRetargetPoseBlend ) const


code: virtual ~FIKRetargetAnimInstanceProxy()


className: FIKRetargetAnimInstanceProxy

description: Proxy override for this UAnimInstance-derived class

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FIKRetargetAnimInstanceProxy : public [FAnimPreviewInstanceProxy](API\Editor\AnimGraph\FAnimPreviewInstanceProxy)

OutputMode

type: ERetargeterOutp...


description: FApplicationModeinterface

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


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


className: FIKRetargetApplicationMode

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

IKRetargetEditorPtr

type: TWeakPtr<FIKRe...

description: ENDFApplicationModeinterface The hosting app

TabFactories

type: FWorkflowAllowe...

description: The tab factories we support


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

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


description: Create a tooltip widget for the tab.

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


className: TabID

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


code: FIKRetargetAssetBrowserTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRetargetEditor](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditor) > & InIKRetargetEditor )


description: Is the data configured in such a way that we could run the retarget?

code: bool IsValid() const


className: FIKRetargetAssetBrowserTabSummoner

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


description: Reset all data (called when window re-opened

code: void Reset()


className: FIKRetargetBatchOperationContext

code: struct FIKRetargetBatchOperationContext

AssetsToRetarget

type: TArray<TWeakOb...

description: The source assets to duplicate and retarget

bRemapReferencedAssets

description: Whether we are remapping assets that are referenced by the assets the user selects to remap

IKRetargetAsset

type: UIKRetargeter&...

description: The retargeter used to copy animation

NameRule

type: EditorAnimUtils...

description: Rename rules for duplicated assets

SourceMesh

type: USkeletalMesh&...

description: Source mesh to use to copy animation FROM.

TargetMesh

description: Target mesh to use to copy animation TO.


description: IDetailCustomizationinterface

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


className: FIKRetargetBoneDetailCustomization

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


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


code: FIKRetargetChainTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRetargetEditor](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditor) > & InIKRetargetEditor )


className: FIKRetargetChainTabSummoner

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


className: FIKRetargetCommands

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

DeleteRetargetPose

type: TSharedPtr<FUI...

description: Delete retarget pose

DuplicateRetargetPose

description: Duplicate retarget pose

EditRetargetPose

description: Edit retarget pose

EnableFK

description: Enable FK retarget pass

EnableIK

description: Enable IK retarget pass

EnableRoot

description: Enable Root retarget pass

ExportAnimation

description: Export animation

ExportRetargetPose

description: Export retarget pose

ImportRetargetPose

description: Import retarget pose

ImportRetargetPoseFromAnim

description: Import retarget pose from anim

NewRetargetPose

description: New retarget pose

RenameRetargetPose

description: Rename retarget pose

ResetAllBones

description: Reset retarget pose to ref pose

ResetSelectedAndChildrenBones

description: Reset retarget pose to ref pose

ResetSelectedBones

description: Reset retarget pose to ref pose

RunRetargeter

description: Run the retargeter

ShowGlobalSettings

description: Open global settings

ShowRetargetPose

description: Show current retarget pose

ShowRootSettings

description: Open global settings


code: virtual bool AllowWidgetMove()


description: Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.

code: virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Initialize commands

code: virtual void RegisterCommands()


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


description: the anim preview scene

code: virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const


description: IPersonaEditModeinterface

code: virtual bool GetCameraTarget ( FSphere & OutTarget ) const


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


description: Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.

code: virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const


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


code: virtual FVector GetWidgetLocation() const


code: virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


description: ENDIPersonaEditModeinterfaceFEdModeinterface

code: virtual void Initialize()


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


code: virtual bool IsCompatibleWith ( FEditorModeID OtherModeID ) const


description: IS THIS NEEDED.

code: virtual bool IsSelectionAllowed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bInSelection ) const


description: Draws translucent polygons on brushes and volumes.

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


description: Glue for all the editor parts to communicate

code: void SetEditorController ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRetargetEditorController](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditorController) > InEditorController )


code: virtual bool ShouldDrawWidget() const


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


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


description: Lets each tool determine if it wants to use the editor widget or not. If the tool doesn't want to use it, it will be fed raw mouse delta information (not snapped or altered in any way).

code: virtual bool UsesTransformWidget ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CheckMode ) const


code: virtual bool UsesTransformWidget() const


className: FIKRetargetDefaultMode

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


description: ENDFAssetEditorToolkitinterfaceFGCObjectinterface

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


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

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


description: ENDFSelfRegisteringEditorUndoClientinterface


description: IHasPersonaToolkitinterface

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


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

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


description: Return the stat id to use for this tickable

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


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

code: virtual ETickableTickType GetTickableTickType() const


description: Returns the invariant name of this toolkit type

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


description: Returns the localized name of this toolkit

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


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

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


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

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


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


description: FAssetEditorToolkitinterface

code: virtual void OnClose()


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: ENDIHasPersonaToolkitinterfaceFSelfRegisteringEditorUndoClientinterface

code: virtual void PostUndo ( bool bSuccess )


description: IToolkitinterface

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


description: ENDFGCObjectinterface

code: virtual void Tick ( float DeltaTime )


description: Unregister tabs that this toolkit can spawn

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


className: FIKRetargetEditor

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


description: ------------------- END RETARGET POSES -----------------------FGCObjectinterface

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


code: void AddOffsetToMeshComponent ( const FVector & Offset, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * MeshComponent ) const


description: Bind callbacks to this IK Rig

code: void BindToIKRigAssets()


code: bool CanResetSelected() const


code: void CleanSelection ( [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget )


description: Clear the output log

code: void ClearOutputLog() const


description: Close the editor

code: void Close()


code: void ClearSelection ( const bool bKeepBoneSelection )


description: ------------------- SELECTION ----------------------- SELECTION - BONES (viewport or hierarchy view)

code: void EditBoneSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBoneNames, [ESelectionEdit](API\Plugins\IKRigEditor\RetargetEditor\ESelectionEdit) EditMode, const bool bFromHierarchyView )


description: SELECTION - CHAINS (viewport or chains view)

code: void EditChainSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InChainNames, [ESelectionEdit](API\Plugins\IKRigEditor\RetargetEditor\ESelectionEdit) EditMode, const bool bFromChainsView )


description: Viewport anim instance

code: [UIKRetargetAnimInstance](API\Plugins\IKRigEditor\RetargetEditor\UIKRetargetAnimInstance) * GetAnimInstance ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Detect and auto-fix retarget pose that causes root height to be on the ground

code: void FixZeroHeightRetargetRoot ( [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: To frame selection when pressing "f" in viewport

code: bool GetCameraTargetForSelection ( FSphere & OutTarget ) const


description: Get the name of the chain that contains this bone

code: [FName](API\Runtime\Core\UObject\FName) GetChainNameFromBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get the currently edited retarget skeleton

code: const [FRetargetSkeleton](API\Plugins\IKRig\Retargeter\FRetargetSkeleton) & GetCurrentlyEditedSkeleton ( const [UIKRetargetProcessor](API\Plugins\IKRig\Retargeter\UIKRetargetProcessor) & Processor ) const


description: Get currently edited debug skeletal mesh

code: [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * GetEditedSkeletalMesh() const


description: Get world space pose of a bone (with component scale / offset applied)

code: FTransform GetGlobalRetargetPoseOfBone ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget, const int32 & BoneIndex, const float & Scale, const FVector & Offset ) const


description: Get world space positions of all immediate children of bone (with component scale / offset applied)

code: static void GetGlobalRetargetPoseOfImmediateChildren ( const [FRetargetSkeleton](API\Plugins\IKRig\Retargeter\FRetargetSkeleton) & RetargetSkeleton, const int32 & BoneIndex, const float & Scale, const FVector & Offset, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutChildrenIndices, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutChildrenPositions )


description: Factory to get/create bone detailsUObject

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UIKRetargetBoneDetails](API\Plugins\IKRigEditor\RetargetEditor\UIKRetargetBoneDetails) > GetOrCreateBoneDetailsObject ( const [FName](API\Runtime\Core\UObject\FName) & BoneName )


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

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


code: [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetRetargeterModeIcon ( [ERetargeterOutputMode](API\Plugins\IKRigEditor\RetargetEditor\ERetargeterOutputMode) Mode ) const


code: float GetRetargetPoseAmount() const


description: Get the retargeter that is running in the viewport (which is a duplicate of the source asset)

code: [UIKRetargetProcessor](API\Plugins\IKRig\Retargeter\UIKRetargetProcessor) * GetRetargetProcessor() const


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


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


code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetSelectedMesh() const


description: Get theUSkeletalMeshwe are transferring animation between (either source or target)

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Viewport skeletal mesh

code: [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * GetSkeletalMeshComponent ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: END viewport / editor tool mode general editor mode can be either viewing/editing source or target


description: Get theUSkeletonwe are transferring animation between (either source or target)

code: const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Delete retarget pose

code: void HandleDeletePose()


description: Callback when IK Rig asset requires reinitialization

code: void HandleIKRigNeedsInitialized ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * ModifiedIKRig ) const


description: Duplicate current retarget pose

code: void HandleDuplicatePose()


description: Callback when IK Rig asset has been swapped out

code: void HandleIKRigReplaced ( [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget )


description: Create new retarget pose

code: void HandleNewPose()


description: Callback when Preview Mesh asset has been swapped out

code: void HandlePreviewMeshReplaced ( [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget )


description: Rename retarget pose

code: void HandleRenamePose()


description: Reset retarget pose

code: void HandleResetAllBones() const


code: void HandleResetSelectedBones() const


description: Callback when IK Rig asset's retarget chain's have been added or removed

code: void HandleRetargetChainAdded ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * ModifiedIKRig ) const


description: Callback when IK Rig asset's retarget chain has been renamed

code: void HandleRetargetChainRenamed ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * ModifiedIKRig, [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName ) const


description: Callback when IK Rig asset's retarget chain has been removed

code: void HandleRetargetChainRemoved ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * ModifiedIKRig, const [FName](API\Runtime\Core\UObject\FName) InChainRemoved ) const


description: Callback when IK Retargeter asset requires reinitialization


description: Initialize the editor

code: void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRetargetEditor](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditor) > InEditor, [UIKRetargeter](API\Plugins\IKRig\Retargeter\UIKRetargeter) * InAsset )


description: ------------------- END SELECTION ----------------------- determine if bone in the specified skeleton is part of the retarget (in a mapped chain)

code: bool IsBoneRetargeted ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


code: bool IsCurrentMeshLoaded() const


code: bool IsObjectInDetailsView ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Retargeter state

code: bool IsReadyToRetarget() const


code: bool IsShowingGlobalSettings()


code: void OnPoseSelected ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) > InPoseName, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo ) const


description: Prompt user to assign an IK Rig to this retargeter (either source or target), returns true if an IK Rig was assigned

code: void PromptUserToAssignIKRig ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget )


description: Force refresh all views in the editor

code: void RefreshAllViews() const


code: void RefreshAssetBrowserView() const


code: void RefreshChainsView() const


code: void RefreshDetailsView() const


code: void RefreshHierarchyView() const


description: Rename retarget pose


description: Reset the planting state of the IK (when scrubbing or animation loops over)

code: void ResetIKPlantingState() const


code: void SetAssetBrowserView ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRetargetAssetBrowser](API\Plugins\IKRigEditor\RetargetEditor\SIKRetargetAssetBrowser) > InAssetBrowserView )


code: void SetDetailsObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & DetailsObjects ) const


code: void SetDetailsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * DetailsObject ) const


description: Store pointers to various tabs of UI, have to manage access to these because they can be null if the tabs are closed

code: void SetDetailsView ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDetailsView](API\Editor\PropertyEditor\IDetailsView) > InDetailsView )


description: ENDFGCObjectinterface render the skeleton's in the viewport (either source or target)

code: void RenderSkeleton ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


code: void SetChainsView ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRetargetChainMapList](API\Plugins\IKRigEditor\RetargetEditor\SIKRetargetChainMapList) > InChainsView )


code: void SetHierarchyView ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRetargetHierarchy](API\Plugins\IKRigEditor\RetargetEditor\SIKRetargetHierarchy) > InHierarchyView )


code: void SetOutputLogView ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigOutputLog](API\Plugins\IKRigEditor\RigEditor\SIKRigOutputLog) > InOutputLogView )


code: void SetRetargetPoseAmount ( float InValue )


description: Set viewport / editor tool mode

code: void SetRetargeterMode ( [ERetargeterOutputMode](API\Plugins\IKRigEditor\RetargetEditor\ERetargeterOutputMode) Mode )


code: void SetRetargetModeToPreviousMode()


description: SELECTION - MESHES (viewport view)

code: void SetSelectedMesh ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


code: void SetRootSelected ( const bool bIsSelected )


code: void SetSourceOrTargetMode ( [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget )


description: Display global settings in the details panel

code: void ShowGlobalSettings()


description: Display root settings in the details panel

code: void ShowRootSettings()


description: Toggle retarget passes

code: void ToggleRootRetargetPass()


code: virtual ~FIKRetargetEditorController()


className: FIKRetargetEditorController

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

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

AssetController

type: TObjectPtr<UIK...

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

Editor

description: The persona toolkit

NewNameEditableText

type: TSharedPtr<SEd...

NewPoseWindow

type: TSharedPtr<SWi...

PlaybackManager

type: TUniquePtr<FRe...

description: Manage playback of animation in the editor

PoseExporter

type: TSharedPtr<FIK...

description: Import / export retarget poses

PoseNames

type: TArray<TShared...

description: ------------------- RETARGET POSES ----------------------- toggle current retarget pose

SourceSkelMeshComponent

type: UDebugSkelMeshC...


code: static [FIKRetargetEditorStyle](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditorStyle) & Get()


className: FIKRetargetEditorStyle

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


code: virtual bool AllowWidgetMove()


description: Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.

code: virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


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


description: the anim preview scene

code: virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const


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


description: IPersonaEditModeinterface

code: virtual bool GetCameraTarget ( FSphere & OutTarget ) const


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


description: Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.

code: virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const


code: virtual FVector GetWidgetLocation() const


code: virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


code: virtual bool IsCompatibleWith ( FEditorModeID OtherModeID ) const


description: Draws translucent polygons on brushes and volumes.

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 ShouldDrawWidget() const


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


description: Glue for all the editor parts to communicate

code: void SetEditorController ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRetargetEditorController](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditorController) > InEditorController )


description: ENDIPersonaEditModeinterfaceFEdModeinterface

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


description: Lets each tool determine if it wants to use the editor widget or not. If the tool doesn't want to use it, it will be fed raw mouse delta information (not snapped or altered in any way).

code: virtual bool UsesTransformWidget() const


code: virtual bool UsesTransformWidget ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CheckMode ) const


className: FIKRetargetEditPoseMode

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


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Sets the retargeter to use in the nextCreateView()

code: void SetSkeletalMeshes ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SourceMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh ) const


code: FIKRetargeterThumbnailScene()


className: FIKRetargeterThumbnailScene

code: class FIKRetargeterThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)


code: FIKRetargetHierarchyElement ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FName](API\Runtime\Core\UObject\FName) & InChainName, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRetargetEditorController](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditorController) > & InEditorController )


className: FIKRetargetHierarchyElement

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

ChainName

type: FName

Key

type: FText


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

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


description: Create a tooltip widget for the tab.

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


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


code: FIKRetargetHierarchyTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRetargetEditor](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditor) > & InIKRigEditor )


className: FIKRetargetHierarchyTabSummoner

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


code: FIKRetargetOutputLogTabSummoner ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FIKRetargetEditor](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditor) > & InIKRetargetEditor )


className: FIKRetargetOutputLogTabSummoner

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


description: Import retarget pose from asset

code: void HandleImportFromPoseAsset()


description: Import retarget pose from animation sequence

code: void HandleImportFromSequenceAsset()


code: void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRetargetEditorController](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditorController) > InController )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OnGeneratePoseComboWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) > Item ) const


code: void OnRetargetPoseSelected ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & SelectedAsset )


code: void OnSelectPoseFromPoseAsset ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) > Item, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Export retarget pose to asset

code: void HandleExportPoseAsset()


code: void OnSequenceSelectedForPose ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & SelectedAsset )


code: bool OnShouldFilterSequenceToImport ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


className: FIKRetargetPoseExporter

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

RetargetPoseToImport

type: FSoftObjectPath

SelectedPose

type: TSharedPtr<FNa...


className: FIKRetargetTrackingState

code: enum FIKRetargetTrackingState { None, RotatingBone, TranslatingRoot, }


className: FIKRetargetTransformUIData

code: struct FIKRetargetTransformUIData

ButtonLabels

type: TArray<FText>

TransformTypes

type: TArray<EIKReta...

VisibleTransforms

type: TAttribute<TAr...


code: FIKRetargetTransformWidgetData ( [EIKRetargetTransformType](API\Plugins\IKRigEditor\RetargetEditor\EIKRetargetTransformType) InType, [FText](API\Runtime\Core\Internationalization\FText) InLabel, [FText](API\Runtime\Core\Internationalization\FText) InTooltip )


className: FIKRetargetTransformWidgetData

code: struct FIKRetargetTransformWidgetData

TransformType

type: EIKRetargetTran...


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FRetargetChainMapElement](API\Plugins\IKRigEditor\RetargetEditor\FRetargetChainMapElement) > Make ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [URetargetChainSettings](API\Plugins\IKRig\Retargeter\URetargetChainSettings) > InChainMap )


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


className: FRetargetChainMapElement

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

code: class FRetargetChainMapElement

ChainMap

type: TWeakObjectPtr<...


description: IDetailCustomizationinterface

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


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


className: FRetargetChainSettingsCustomization

description: ---------------------------------- BEGIN CHAIN DETAILS CUSTOMIZATION ----------

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


className: FRetargetGlobalSettingsCustomization

description: ---------------------------------- BEGIN GLOBAL DETAILS CUSTOMIZATION ----------

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


className: FRetargetHierarchyFilterOptions

code: struct FRetargetHierarchyFilterOptions

bHideBonesNotInChain

type: bool


code: void PlayAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AssetToPlay )


className: FRetargetPlaybackManager

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


description: The background color of the viewport

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


description: The scene being rendered in this viewport

code: virtual [FSceneInterface](API\Runtime\Engine\FSceneInterface) * GetScene() const


description: Sets how the viewport is displayed (lit, wireframe, etc) for the current viewport type

code: virtual void SetViewMode ( EViewModeIndex InViewModeIndex )


code: FRetargetPlaybackManager ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FIKRetargetEditorController](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetEditorController) > InEditorController )


description: FEditorViewportClientinterface

code: virtual void Tick ( float DeltaTime )


description: ENDFEditorViewportClientinterface

code: void UpdateLighting() const


code: FRetargetPoseViewportClient ( [FPreviewScene](API\Runtime\Engine\FPreviewScene) & InPreviewScene, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SRetargetPoseViewport](API\Plugins\IKRigEditor\RetargetEditor\SRetargetPoseViewport) > & InRetargetPoseViewport )


className: FRetargetPoseViewportClient

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


className: FRetargetRootSettingsCustomization

description: ---------------------------------- BEGIN ROOT DETAILS CUSTOMIZATION ----------

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


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

code: virtual bool AlwaysAllowsTranslucentPrimitives() const


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


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


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


code: HIKRetargetEditorBoneProxy ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, const int32 InBoneIndex, [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) InSourceOrTarget )


className: HIKRetargetEditorBoneProxy

description: Allow bone selection to edit retarget pose

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

SourceOrTarget

type: ERetargetSource...


code: HIKRetargetEditorChainProxy ( const [FName](API\Runtime\Core\UObject\FName) & InTargetChainName )


className: HIKRetargetEditorChainProxy

description: Select chains/goals to edit chain settings

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


className: HIKRetargetEditorRootProxy

description: Select root control to edit root settings

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


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


code: WidgetArgsType & DefaultAssetPath &40; FText InArg &41;


className: FArguments

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


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


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


description: Gets the resulting asset path


code: void OnPathChange ( const [FString](API\Runtime\Core\Containers\FString) & NewPath )


description: Displays the dialog in a blocking fashion


className: SBatchExportDialog

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

BatchContext

type: FIKRetargetBatc...

ExampleText

description: The rename rule sample text


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


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


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


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


className: SIKRetargetAssetBrowser

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


code: void ResetChainSettings ( [URetargetChainSettings](API\Plugins\IKRig\Retargeter\URetargetChainSettings) * Settings ) const


className: SIKRetargetChainMapList

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


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


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

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


code: void OnSourceChainComboSelectionChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > InName, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


className: SIKRetargetChainMapRow

code: class SIKRetargetChainMapRow : public [SMultiColumnTableRow< FRetargetChainMapElementPtr >](API\Runtime\Slate\Widgets\Views\SMultiColumnTableRow)


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


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


code: void ShowItemAfterSelection ( [FName](API\Runtime\Core\UObject\FName) ItemKey )


className: SIKRetargetHierarchy

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


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


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


code: typedef FArguments WidgetArgsType


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


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


className: SIKRetargetHierarchyRow

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


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


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


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


className: SIKRetargetPoseEditor

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


description: Constructs this widget for the window

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


className: DialogWindow

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > DialogWindow;


code: WidgetArgsType & CurrentSkeletalMesh &40; USkeletalMesh &42; InArg &41;


code: WidgetArgsType & ShowRemapOption &40; bool InArg &41;


code: WidgetArgsType & WidgetWindow &40; TSharedPtr< SWindow > InArg &41;


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


code: static void ShowWindow ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > InAnimAssets )


className: SRetargetChainMapListViewType

code: typedef [SListView](API\Editor\UnrealEd\Editor\SListView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRetargetChainMapElement](API\Plugins\IKRigEditor\RetargetEditor\FRetargetChainMapElement) > > SRetargetChainMapListViewType


className: SRetargetAnimAssetsWindow

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


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


code: WidgetArgsType & SkeletalMesh &40; USkeletalMesh &42; InArg &41;


code: typedef FArguments WidgetArgsType


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


description: SEditorViewportinterface

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()


code: void SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


className: SRetargetPoseViewport

code: class SRetargetPoseViewport : public [SEditorViewport](API\Editor\UnrealEd\SEditorViewport)


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


code: WidgetArgsType & DefaultAssetPath &40; FText InArg &41;


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


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


description: Gets the resulting asset path


code: void ConfigureAnimInstance ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) & SourceOrTarget, [UIKRetargeter](API\Plugins\IKRig\Retargeter\UIKRetargeter) * InIKRetargetAsset, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) > InSourceMeshComponent )


className: SSelectExportPathDialog

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


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

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


code: void OnPathChange ( const [FString](API\Runtime\Core\Containers\FString) & NewPath )


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


code: [UIKRetargetProcessor](API\Plugins\IKRig\Retargeter\UIKRetargetProcessor) * GetRetargetProcessor() const


code: void SetRetargetMode ( const [ERetargeterOutputMode](API\Plugins\IKRigEditor\RetargetEditor\ERetargeterOutputMode) & OutputMode )


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


code: void SetRetargetPoseBlend ( const float & RetargetPoseBlend )


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


className: UIKRetargetAnimInstance

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


description: Return: list of new animation files created.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKBatchRetarget) static [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > DuplicateAndRetarget ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetsToRetarget, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SourceMesh, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetMesh, [UIKRetargeter](API\Plugins\IKRig\Retargeter\UIKRetargeter) * IKRetargetAsset, const [FString](API\Runtime\Core\Containers\FString) & Search, const [FString](API\Runtime\Core\Containers\FString) & Replace, const [FString](API\Runtime\Core\Containers\FString) & Prefix, const [FString](API\Runtime\Core\Containers\FString) & Suffix, const bool bRemapReferencedAssets )


description: Actually run the process to duplicate and retarget the assets for the given context

code: void RunRetarget ( [FIKRetargetBatchOperationContext](API\Plugins\IKRigEditor\RetargetEditor\FIKRetargetBatchOperationContext) & Context )


className: UIKRetargetBatchOperation

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


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


code: [FEulerTransform](API\Runtime\AnimationCore\FEulerTransform) GetTransform ( [EIKRetargetTransformType](API\Plugins\IKRigEditor\RetargetEditor\EIKRetargetTransformType) TransformType, const bool bLocalSpace ) const


code: void OnComponentRelativeChanged ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, bool bIsRelative, [EIKRetargetTransformType](API\Plugins\IKRigEditor\RetargetEditor\EIKRetargetTransformType) TransformType )


code: bool IsComponentRelative ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [EIKRetargetTransformType](API\Plugins\IKRigEditor\RetargetEditor\EIKRetargetTransformType) TransformType ) const


code: void OnCopyToClipboard ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [EIKRetargetTransformType](API\Plugins\IKRigEditor\RetargetEditor\EIKRetargetTransformType) TransformType ) const


description: Method to react to changes of numeric values in the widget

code: static void OnMultiNumericValueCommitted ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [ESlateRotationRepresentation::Type](API\Developer\AnimationWidgets\ESlateRotationRepresentation__Ty-) Representation, [ESlateTransformSubComponent::Type](API\Developer\AnimationWidgets\ESlateTransformSubComponent__Typ-) SubComponent, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Value, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType, [EIKRetargetTransformType](API\Plugins\IKRigEditor\RetargetEditor\EIKRetargetTransformType) TransformType, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UIKRetargetBoneDetails](API\Plugins\IKRigEditor\RetargetEditor\UIKRetargetBoneDetails) * > Bones, bool bIsCommit )


code: void OnNumericValueCommitted ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [ESlateRotationRepresentation::Type](API\Developer\AnimationWidgets\ESlateRotationRepresentation__Ty-) Representation, [ESlateTransformSubComponent::Type](API\Developer\AnimationWidgets\ESlateTransformSubComponent__Typ-) SubComponent, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Value, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType, [EIKRetargetTransformType](API\Plugins\IKRigEditor\RetargetEditor\EIKRetargetTransformType) TransformType, bool bIsCommit )


code: void OnPasteFromClipboard ( [ESlateTransformComponent::Type](API\Developer\AnimationWidgets\ESlateTransformComponent__Type) Component, [EIKRetargetTransformType](API\Plugins\IKRigEditor\RetargetEditor\EIKRetargetTransformType) TransformType )


className: UIKRetargetBoneDetails

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

CurrentTransform

type: FTransform


description: RETARGET CHAIN MAPPING PUBLIC/SCRIPTING API

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) void AutoMapChains ( const [EAutoMapChainType](API\Plugins\IKRigEditor\RetargetEditor\EAutoMapChainType) AutoMapType, const bool bForceRemap ) const


description: GENERAL C++ ONLY APIEnsures all internal data is compatible with assigned meshes and ready to edit.

code: void CleanAsset() const


description: RETARGET POSE PUBLIC/SCRIPTING API

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) [FName](API\Runtime\Core\UObject\FName) CreateRetargetPose ( const [FName](API\Runtime\Core\UObject\FName) & NewPoseName, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Duplicate a retarget pose. Returns the name of the new, duplicate pose (or NAME_None if PoseToDuplicate is not found).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) [FName](API\Runtime\Core\UObject\FName) DuplicateRetargetPose ( const [FName](API\Runtime\Core\UObject\FName) PoseToDuplicate, const [FName](API\Runtime\Core\UObject\FName) NewName, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


className: FOnIKRigReplaced

code: typedef TMulticastDelegate_OneParam< void, [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) > FOnIKRigReplaced


className: FOnPreviewMeshReplaced

code: typedef TMulticastDelegate_OneParam< void, [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) > FOnPreviewMeshReplaced


className: FOnRetargeterNeedsInitialized

description: DELEGATE CALLBACKS FOR OUTSIDE SYSTEMS

code: typedef TMulticastDelegate_NoParams< void > FOnRetargeterNeedsInitialized


description: Get read-only access to the list of settings for each target chain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) const [TArray](API\Runtime\Core\Containers\TArray)< [URetargetChainSettings](API\Plugins\IKRig\Retargeter\URetargetChainSettings) * > & GetAllChainSettings() const


description: Get if we've already asked to fix the root height for the given skeletal mesh.

code: bool GetAskedToFixRootHeightForMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh ) const


description: Get access to the retargeter asset. Warning: Do not make modifications to the asset directly. Use this API instead.

code: [UIKRetargeter](API\Plugins\IKRig\Retargeter\UIKRetargeter) * GetAsset() const


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


description: RETARGET CHAIN MAPPING C++ ONLY API

code: [FName](API\Runtime\Core\UObject\FName) GetChainGoal ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [URetargetChainSettings](API\Plugins\IKRig\Retargeter\URetargetChainSettings) > ChainSettings ) const


description: GENERAL PUBLIC/SCRIPTING APIUse this to get the controller for the given retargeter asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) static [UIKRetargeterController](API\Plugins\IKRigEditor\RetargetEditor\UIKRetargeterController) * GetController ( const [UIKRetargeter](API\Plugins\IKRig\Retargeter\UIKRetargeter) * InRetargeterAsset )


description: Get the current retarget pose.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) [FName](API\Runtime\Core\UObject\FName) GetCurrentRetargetPoseName ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get a copy of the global settings for this asset.


description: Get either source or target IK Rig.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) const [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * GetIKRig ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get the preview skeletal mesh.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get either source or target IK Rig.

code: [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * GetIKRigWriteable ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get a copy of the settings for the target chain by name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) [FTargetChainSettings](API\Plugins\IKRig\Retargeter\FTargetChainSettings) GetRetargetChainSettings ( const [FName](API\Runtime\Core\UObject\FName) & TargetChainName ) const


description: Get access to array of retarget poses.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FIKRetargetPose](API\Plugins\IKRig\Retargeter\FIKRetargetPose) > & GetRetargetPoses ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get name of the Root bone used for retargeting.

code: [FName](API\Runtime\Core\UObject\FName) GetRetargetRootBone ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get the current retarget pose.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) [FIKRetargetPose](API\Plugins\IKRig\Retargeter\FIKRetargetPose) & GetCurrentRetargetPose ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get the translation offset on the retarget root bone for the current retarget pose.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) FVector GetRootOffsetInRetargetPose ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: GET/SET SETTINGS PUBLIC/SCRIPTING API


description: Get a delta rotation for a given bone for the current retarget pose.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) FQuat GetRotationOffsetForRetargetPoseBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Get the name of the source chain mapped to a given target chain (the chain animation is copied FROM).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) [FName](API\Runtime\Core\UObject\FName) GetSourceChain ( const [FName](API\Runtime\Core\UObject\FName) & TargetChainName ) const


description: Call this when IK Rig chain is added or removed.

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


description: Call this when IK Rig chain is removed.

code: void HandleRetargetChainRemoved ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * IKRig, const [FName](API\Runtime\Core\UObject\FName) & InChainRemoved ) const


description: Call this when IK Rig chain is renamed. Retains existing mappings using the new name.

code: void HandleRetargetChainRenamed ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * IKRig, [FName](API\Runtime\Core\UObject\FName) OldChainName, [FName](API\Runtime\Core\UObject\FName) NewChainName ) const


description: Get whether the given chain's IK goal is connected to a solver.

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


description: RETARGET POSE C++ ONLY API

code: [FName](API\Runtime\Core\UObject\FName) MakePoseNameUnique ( const [FString](API\Runtime\Core\Containers\FString) & PoseName, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Attach a delegate to be notified whenever either the source or target IK Rig asset's are swapped out.

code: FOnIKRigReplaced & OnIKRigReplaced()


description: Attach a delegate to be notified whenever either the source or target Preview Mesh asset's are swapped out.


description: Attach a delegate to be notified whenever the retargeter is modified in such a way that would require re-initialization of the processor.


description: Rename current retarget pose. Returns true if a pose was renamed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) bool RenameRetargetPose ( const [FName](API\Runtime\Core\UObject\FName) OldPoseName, const [FName](API\Runtime\Core\UObject\FName) NewPoseName, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Remove a retarget pose. Returns true if the pose was found and removed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) bool RemoveRetargetPose ( const [FName](API\Runtime\Core\UObject\FName) & PoseToRemove, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Reset a retarget pose for the specified bones. If BonesToReset is Empty, will removes all stored deltas, returning pose to reference pose

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) void ResetRetargetPose ( const [FName](API\Runtime\Core\UObject\FName) & PoseToReset, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BonesToReset, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Set if we've asked to fix the root height for the given skeletal mesh.

code: void SetAskedToFixRootHeightForMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, bool InAsked ) const


description: Change which retarget pose is used by the retargeter at runtime.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) bool SetCurrentRetargetPose ( [FName](API\Runtime\Core\UObject\FName) CurrentPose, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Set the IK Rig to use as the source or target (to copy animation FROM/TO)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) void SetIKRig ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget, [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * IKRig ) const


description: Get a copy of the global settings for this asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) void SetGlobalSettings ( const [FRetargetGlobalSettings](API\Plugins\IKRig\Retargeter\FRetargetGlobalSettings) & GlobalSettings ) const


description: Set the preview skeletal mesh for either source or target.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) void SetPreviewMesh ( const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InPreviewMesh ) const


description: Set the settings for the target chain by name. Returns true if the chain settings were applied, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) bool SetRetargetChainSettings ( const [FName](API\Runtime\Core\UObject\FName) & TargetChainName, const [FTargetChainSettings](API\Plugins\IKRig\Retargeter\FTargetChainSettings) & Settings ) const


description: Set the translation offset on the retarget root bone for the current retarget pose.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) void SetRootOffsetInRetargetPose ( const FVector & TranslationOffset, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SourceOrTarget ) const


description: Set the retarget root settings for this asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) void SetRootSettings ( const [FTargetRootSettings](API\Plugins\IKRig\Retargeter\FTargetRootSettings) & RootSettings ) const


description: Set a delta rotation for a given bone for the current retarget pose.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) void SetRotationOffsetForRetargetPoseBone ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const FQuat & RotationOffset, const [ERetargetSourceOrTarget](API\Plugins\IKRig\Retargeter\ERetargetSourceOrTarget) SkeletonMode ) const


className: UIKRetargeterThumbnailRenderer

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

ThumbnailSceneCache

type: TObjectInstance...


description: Assign a source chain to the given target chain. Animation will be copied from the source to the target.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category=IKRetargeter, Meta=(BlueprintThreadSafe)) bool SetSourceChain ( [FName](API\Runtime\Core\UObject\FName) SourceChainName, [FName](API\Runtime\Core\UObject\FName) TargetChainName ) const


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

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


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

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


description: Returns the name of the factory for menus

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


className: UIKRetargeterController

description: A stateless singleton (1-per-asset) class used to make modifications to aUIKRetargeterasset. Use UIKRetargeter.GetController() to get the controller for the asset you want to modify.

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


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

code: virtual uint32 GetMenuCategories() const


description: Returns the tooltip text description of this factory

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


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

code: virtual bool ShouldShowInNewMenu() const


className: UIKRetargetFactory

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


className: EChainSide

code: enum EChainSide { Left, Right, Center, }


className: EIKRigSelectionType

code: enum EIKRigSelectionType { Hierarchy, SolverStack, RetargetChains, }


code: static void CreateNewIKRigFromSkeletalMesh ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSelectedObject )


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: IAssetTypeActionsImplementation.

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


description: Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const


description: Returns the thumbnail info for the specified asset, if it has one.

code: virtual [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * GetThumbnailInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) 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: class FAssetTypeActions_IKRigDefinition : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


className: FChainFilterOptions

code: struct FChainFilterOptions


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 the anim instance is being initialized. If we are not using a blueprint instance, these nodes can be provided

code: virtual void GetCustomNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * > & OutNodes )


description: ENDFAnimPreviewInstanceProxyinterfaceFAnimInstanceProxyinterface Called when the anim instance is being initialized. These nodes can be provided

code: virtual [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetCustomRootNode()


description: Get the supported class of this type.

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


description: FAnimPreviewInstanceProxyinterface

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


description: ENDFAnimInstanceProxyinterface

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


description: Updates the anim graph

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


code: FIKRigAnimInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, [FAnimNode_IKRig](API\Plugins\IKRig\AnimNodes\FAnimNode_IKRig) * IKRigNode )


code: virtual ~FIKRigAnimInstanceProxy()


className: FIKRigAnimInstanceProxy

description: Proxy override for this UAnimInstance-derived class

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FIKRigAnimInstanceProxy : public [FAnimPreviewInstanceProxy](API\Editor\AnimGraph\FAnimPreviewInstanceProxy)


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

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


description: Create a tooltip widget for the tab.

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


className: TabID

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


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


description: Initialize commands

code: virtual void RegisterCommands()


className: FIKRigAssetBrowserTabSummoner

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

IKRigEditor

type: TWeakPtr<FIKRi...


className: FIKRigCommands

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

Reset

type: TSharedPtr<FUI...

description: Reset whole system to initial state


code: virtual bool AllowWidgetMove()


description: Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.

code: virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


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


description: the anim preview scene

code: virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const


description: IPersonaEditModeinterface

code: virtual bool GetCameraTarget ( FSphere & OutTarget ) const


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


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


code: virtual FVector GetWidgetLocation() const


code: virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


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


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


code: virtual bool IsCompatibleWith ( FEditorModeID OtherModeID ) const


description: Draws translucent polygons on brushes and volumes.

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


description: Glue for all the editor parts to communicate

code: void SetEditorController ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigEditorController](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorController) > InEditorController )


code: virtual bool ShouldDrawWidget() const


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


description: Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.

code: virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const


description: ENDIPersonaEditModeinterfaceFEdModeinterface

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


description: Lets each tool determine if it wants to use the editor widget or not. If the tool doesn't want to use it, it will be fed raw mouse delta information (not snapped or altered in any way).

code: virtual bool UsesTransformWidget() const


code: virtual bool UsesTransformWidget ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CheckMode ) const


className: FIKRigEditMode

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


description: Create goals

code: void AddNewGoals ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GoalNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


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: Clear the output log

code: void ClearOutputLog() const


description: Clear all selected objects

code: void ClearSelection()


description: Cleanup when editor closed

code: void Close() const


description: UIKRigBoneDetailsfactory *.

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UIKRigBoneDetails](API\Plugins\IKRigEditor\RigEditor\UIKRigBoneDetails) > CreateBoneDetails ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigTreeElement](API\Plugins\IKRigEditor\RigEditor\FIKRigTreeElement) const > & InItem ) const


description: Is anything selected in the skeleton view?


description: Create new retarget chains from selected bones (or single empty chain if no selection)

code: void CreateNewRetargetChains()


description: Get chains selected in skeleton view

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


description: Get the currently running IKRig skeleton (if there is a running processor)

code: const [FIKRigSkeleton](API\Plugins\IKRig\Rig\FIKRigSkeleton) * GetCurrentIKRigSkeleton() const


description: Get the currently active processor running the IK Rig in the editor

code: [UIKRigProcessor](API\Plugins\IKRig\Rig\UIKRigProcessor) * GetIKRigProcessor() const


description: Record which part of the UI was last selected


description: Return the number of selected goals

code: int32 GetNumSelectedGoals() const


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

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


description: Get names of all bones that are selected

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


description: Get all bones that are selected

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


description: Get name of the selected retargeting chain

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


description: Get names of all goals that are selected

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


description: Get index of the first selected solver, return INDEX_None if nothing selected

code: int32 GetSelectedSolverIndex()


description: Return list of those solvers in the stack that are selected by user

code: void GetSelectedSolvers ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSolverStackElement](API\Plugins\IKRigEditor\RigEditor\FSolverStackElement) > > & OutSelectedSolvers ) const


description: Callback when bone is selected in the viewport

code: void HandleBoneSelectedInViewport ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, bool bReplace ) const


description: Callback when IK Rig requires re-initialization

code: void HandleIKRigNeedsInitialized ( [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * ModifiedIKRig ) const


description: Initialize the editor controller to an instance of the IK Rig editor

code: void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FIKRigEditorToolkit](API\Plugins\IKRigEditor\RigEditor\FIKRigEditorToolkit) > Toolkit, const [UIKRigDefinition](API\Plugins\IKRig\Rig\UIKRigDefinition) * Asset )


description: Callback when goal is selected in the viewport

code: void HandleGoalSelectedInViewport ( const [FName](API\Runtime\Core\UObject\FName) & GoalName, bool bReplace ) const


description: Returns true if Goal is currently selected

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


description: Callback when detail is edited

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


description: Right after importing a skeleton, we ask user what solver they want to use

code: bool PromptToAddDefaultSolver() const


description: Play preview animation on running anim instance in editor (before IK)

code: void PlayAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AssetToPlay )


description: Show user the new retarget chain they are about to create (provides option to edit name)

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


description: Right after creating a goal, we ask user if they want it assigned to a retarget chain

code: void PromptToAssignGoalToChain ( [FName](API\Runtime\Core\UObject\FName) NewGoalName ) const


description: Initial setup, used when asset is empty (no hierarchy, no mesh assigned)

code: void PromptUserToAssignMesh()


description: Refresh all views

code: void RefreshAllViews() const


description: Refresh just the skeleton tree view

code: void RefreshTreeView() const


description: Set details tab view

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


description: Reset all goals to initial transforms

code: void Reset() const


code: void SetLastSelectedType ( [EIKRigSelectionType](API\Plugins\IKRigEditor\RigEditor\EIKRigSelectionType) SelectionType )


description: Set skeleton tab view

code: void SetHierarchyView ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigHierarchy](API\Plugins\IKRigEditor\RigEditor\SIKRigHierarchy) > & InSkeletonView )


description: Set output log view

code: void SetOutputLogView ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigOutputLog](API\Plugins\IKRigEditor\RigEditor\SIKRigOutputLog) > & InOutputLogView )


description: Set retargeting tab view

code: void SetRetargetingView ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigRetargetChainList](API\Plugins\IKRigEditor\RigEditor\SIKRigRetargetChainList) > & InRetargetingView )


description: Set solver stack tab view

code: void SetSolverStackView ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SIKRigSolverStack](API\Plugins\IKRigEditor\RigEditor\SIKRigSolverStack) > & InSolverStackView )


description: Show single BONE settings in details view

code: void ShowDetailsForBoneSettings ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, int32 SolverIndex ) const


description: Show single transform of bone in details view

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


description: Show selected items in details view

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


description: Show single EFFECTOR settings in details view

code: void ShowDetailsForGoalSettings ( const [FName](API\Runtime\Core\UObject\FName) GoalName, const int32 SolverIndex ) const


description: Show single GOAL settings in details view

code: void ShowDetailsForGoal ( const [FName](API\Runtime\Core\UObject\FName) & GoalName ) const


description: Show single SOLVER settings in details view

code: void ShowDetailsForSolver ( const int32 SolverIndex ) const


description: Show nothing in details view

code: void ShowEmptyDetails() const