ControlRig.Preview.ShowSchematicPanelOverlay
ControlRig.Preview.ShowSchematicPanelOverlay
#Overview
name: ControlRig.Preview.ShowSchematicPanelOverlay
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
When true we\'ll add an overlay to the persona viewport to show modular rig information.
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of ControlRig.Preview.ShowSchematicPanelOverlay is to control the visibility of an overlay in the Persona viewport that displays modular rig information within the Control Rig Editor.
This setting variable is primarily used by the Control Rig Editor subsystem, which is part of the Animation module in Unreal Engine. Specifically, it’s used in the ControlRigEditor.cpp file, which suggests it’s closely tied to the Control Rig editing functionality.
The value of this variable is set as a console variable (CVar) using the TAutoConsoleVariable class. It’s initialized with a default value of true, meaning the overlay is shown by default.
The associated variable CVarShowSchematicPanelOverlay directly interacts with ControlRig.Preview.ShowSchematicPanelOverlay. They share the same value and purpose.
Developers must be aware that this variable affects the user interface of the Control Rig Editor. When set to true, it adds an overlay to the Persona viewport, which can provide additional information about the modular rig being edited.
Best practices when using this variable include:
- Consider the needs of your team when deciding whether to show or hide the overlay.
- Be aware that showing the overlay may impact performance in the editor, especially for complex rigs.
- Use this setting in conjunction with other Control Rig editor settings for a comprehensive editing experience.
Regarding the associated variable CVarShowSchematicPanelOverlay:
- Its purpose is identical to ControlRig.Preview.ShowSchematicPanelOverlay.
- It’s used in the HandleViewportCreated function of the FControlRigEditor class to determine whether to create and display the SchematicViewport.
- The value is checked using the GetBool() method, which suggests it’s a boolean variable.
- Developers should be aware that changes to this variable will directly affect the visibility of the schematic panel overlay in the Control Rig Editor.
- Best practices include using this variable consistently with ControlRig.Preview.ShowSchematicPanelOverlay to maintain a coherent editor state.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Private/Editor/ControlRigEditor.cpp:115
Scope: file
Source code excerpt:
TAutoConsoleVariable<bool> CVarControlRigShowTestingToolbar(TEXT("ControlRig.Test.EnableTestingToolbar"), false, TEXT("When true we'll show the testing toolbar in Control Rig Editor."));
TAutoConsoleVariable<bool> CVarShowSchematicPanelOverlay(TEXT("ControlRig.Preview.ShowSchematicPanelOverlay"), true, TEXT("When true we'll add an overlay to the persona viewport to show modular rig information."));
const FName FControlRigEditorModes::ControlRigEditorMode = TEXT("Rigging");
const TArray<FName> FControlRigEditor::ForwardsSolveEventQueue = {FRigUnit_BeginExecution::EventName};
const TArray<FName> FControlRigEditor::BackwardsSolveEventQueue = {FRigUnit_InverseExecution::EventName};
const TArray<FName> FControlRigEditor::ConstructionEventQueue = {FRigUnit_PrepareForExecution::EventName};
const TArray<FName> FControlRigEditor::BackwardsAndForwardsSolveEventQueue = {FRigUnit_InverseExecution::EventName, FRigUnit_BeginExecution::EventName};
#Associated Variable and Callsites
This variable is associated with another variable named CVarShowSchematicPanelOverlay
. They share the same value. See the following C++ source code.
#Loc: <Workspace>/Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Private/Editor/ControlRigEditor.cpp:115
Scope: file
Source code excerpt:
TAutoConsoleVariable<bool> CVarControlRigShowTestingToolbar(TEXT("ControlRig.Test.EnableTestingToolbar"), false, TEXT("When true we'll show the testing toolbar in Control Rig Editor."));
TAutoConsoleVariable<bool> CVarShowSchematicPanelOverlay(TEXT("ControlRig.Preview.ShowSchematicPanelOverlay"), true, TEXT("When true we'll add an overlay to the persona viewport to show modular rig information."));
const FName FControlRigEditorModes::ControlRigEditorMode = TEXT("Rigging");
const TArray<FName> FControlRigEditor::ForwardsSolveEventQueue = {FRigUnit_BeginExecution::EventName};
const TArray<FName> FControlRigEditor::BackwardsSolveEventQueue = {FRigUnit_InverseExecution::EventName};
const TArray<FName> FControlRigEditor::ConstructionEventQueue = {FRigUnit_PrepareForExecution::EventName};
const TArray<FName> FControlRigEditor::BackwardsAndForwardsSolveEventQueue = {FRigUnit_InverseExecution::EventName, FRigUnit_BeginExecution::EventName};
#Loc: <Workspace>/Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Private/Editor/ControlRigEditor.cpp:2410
Scope (from outer to inner):
file
function void FControlRigEditor::HandleViewportCreated
Source code excerpt:
);
if (CVarShowSchematicPanelOverlay->GetBool())
{
if (UControlRigBlueprint* Blueprint = GetControlRigBlueprint())
{
if (Blueprint->IsModularRig())
{
SchematicViewport = SNew(SSchematicGraphPanel)