// Copyright Epic Games, Inc. All Rights Reserved. #include "ControlRigSchema.h" #include "RigVMModel/RigVMController.h" #include "Rigs/RigHierarchyPose.h" #include "Curves/CurveFloat.h" #include "Units/RigUnitContext.h" UControlRigSchema::UControlRigSchema(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { SetExecuteContextStruct(FControlRigExecuteContext::StaticStruct()); } bool UControlRigSchema::ShouldUnfoldStruct(URigVMController* InController, const UStruct* InStruct) const { RIGVMSCHEMA_DEFAULT_FUNCTION_BODY if(!Super::ShouldUnfoldStruct(InController, InStruct)) { return false; } if (InStruct == TBaseStructure::Get()) { return false; } if (InStruct == FRuntimeFloatCurve::StaticStruct()) { return false; } if (InStruct == FRigPose::StaticStruct()) { return false; } return true; }