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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Functions | |
| bool | SkipTicking () |
| void | TickDependantComponents (USceneComponent *InComponent) |
| void | TickSkeletalMeshComponent (USkeletalMeshComponent *InSkeletalMeshComponent) |
| void | MarkComponentForEvaluation (const USceneComponent *InSceneComponent, const bool bRecursive) |
| FTransform | GetGlobalTransform (USceneComponent *InSceneComponent, const FName InSocketName) |
| const UE::Anim::FAnimationEvaluator & | EvaluateComponent (USceneComponent *InSceneComponent) |
| CONSTRAINTS_API const UE::Anim::FAnimationEvaluator & | EvaluateComponent (USceneComponent *InSceneComponent, const UE::Anim::FAnimationEvaluationTask &InTask) |
| template<typename T = UObject> | |
| T * | GetTarget (const TObjectPtr< UTransformableHandle > &InHandle) |
| CONSTRAINTS_API const UE::Anim::FAnimationEvaluator & TransformableHandleUtils::EvaluateComponent | ( | USceneComponent * | InSceneComponent | ) |
Returns an updated version of InSceneComponent's animation evaluator.
| CONSTRAINTS_API const UE::Anim::FAnimationEvaluator & TransformableHandleUtils::EvaluateComponent | ( | USceneComponent * | InSceneComponent, |
| const UE::Anim::FAnimationEvaluationTask & | InTask | ||
| ) |
Returns an updated version of InSceneComponent's animation evaluator and adds the input post-evaluation task if not already added.
| CONSTRAINTS_API FTransform TransformableHandleUtils::GetGlobalTransform | ( | USceneComponent * | InSceneComponent, |
| const FName | InSocketName | ||
| ) |
Returns the global transform of the scene component (composed with a socket component transform if InSocketName is not none). If any of the component's parent is a skeletal mesh and has a valid evaluator, then it will be used to compose the final transform.
| T * TransformableHandleUtils::GetTarget | ( | const TObjectPtr< UTransformableHandle > & | InHandle | ) |
Returns a cast version of InHandle's target (if it's valid).
| CONSTRAINTS_API void TransformableHandleUtils::MarkComponentForEvaluation | ( | const USceneComponent * | InSceneComponent, |
| const bool | bRecursive = false |
||
| ) |
Mark InSceneComponent for animation evaluation. If bRecursive is true, then all skeletal mesh components up the hierarchy will be marked for evaluation.
| CONSTRAINTS_API bool TransformableHandleUtils::SkipTicking | ( | ) |
Returns true if the constraints' evaluation scheme should skip ticking skeletal meshes.
| CONSTRAINTS_API void TransformableHandleUtils::TickDependantComponents | ( | USceneComponent * | InComponent | ) |
Force ticking all the skeletal meshes related to this component.
| CONSTRAINTS_API void TransformableHandleUtils::TickSkeletalMeshComponent | ( | USkeletalMeshComponent * | InSkeletalMeshComponent | ) |
Force ticking InSkeletalMeshComponent.