UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
TransformableHandleUtils Namespace Reference

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::FAnimationEvaluatorEvaluateComponent (USceneComponent *InSceneComponent)
 
CONSTRAINTS_API const UE::Anim::FAnimationEvaluatorEvaluateComponent (USceneComponent *InSceneComponent, const UE::Anim::FAnimationEvaluationTask &InTask)
 
template<typename T = UObject>
T * GetTarget (const TObjectPtr< UTransformableHandle > &InHandle)
 

Function Documentation

◆ EvaluateComponent() [1/2]

CONSTRAINTS_API const UE::Anim::FAnimationEvaluator & TransformableHandleUtils::EvaluateComponent ( USceneComponent *  InSceneComponent)

Returns an updated version of InSceneComponent's animation evaluator.

◆ EvaluateComponent() [2/2]

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.

◆ GetGlobalTransform()

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.

◆ GetTarget()

template<typename T = UObject>
T * TransformableHandleUtils::GetTarget ( const TObjectPtr< UTransformableHandle > &  InHandle)

Returns a cast version of InHandle's target (if it's valid).

◆ MarkComponentForEvaluation()

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.

◆ SkipTicking()

CONSTRAINTS_API bool TransformableHandleUtils::SkipTicking ( )

Returns true if the constraints' evaluation scheme should skip ticking skeletal meshes.

◆ TickDependantComponents()

CONSTRAINTS_API void TransformableHandleUtils::TickDependantComponents ( USceneComponent *  InComponent)

Force ticking all the skeletal meshes related to this component.

◆ TickSkeletalMeshComponent()

CONSTRAINTS_API void TransformableHandleUtils::TickSkeletalMeshComponent ( USkeletalMeshComponent *  InSkeletalMeshComponent)

Force ticking InSkeletalMeshComponent.