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Ctrl + LMB Pivot Tool
When multiple Controls are selected, holding Ctrl and clicking the Pivot Tool will snap all pivots to the middle point of all selected Controls.
Ctrl + LMB in Viewport
Holding Ctrl and clicking in the Viewport will snap the pivot point to the selected point.
Shift + Pivot
Holding Shift while pivoting will disable rotation on the Control when pivoting, causing it to only translate.
Display Hierarchy
Enabling this will draw Bones on the character.
Display Nulls
Enabling this will draw all Nulls from the Control Rig in the Viewport.
Hide Control Shapes
Hides all Controls in the Viewport. This will also hide Bones and Nulls if Display Hierarchy or Display Nulls are enabled.
Show All Proxy Controls
Hides or shows all Proxy Controls in the viewport. Proxy Controls are invisible until you select one of the Controls they are driving. Enabling this can be a useful way to discover all Proxy Controls in a rig.
Show Controls as Overlay
Enabling this makes occluded Controls visible (similar to X-ray modes in other software), allowing them to be selected if they are behind other Controls or geometry.
Driven Control Color
When a Proxy Control is selected, this is the color that all driven Controls will exhibit, which can be useful to aid in selection feedback for your Proxy Control relationships.
Display Axes on Selection
Shows a preview axis on the selected element.
Axis Scale
The scale of the preview axis when Display Axes on Selection is enabled.
Coord System Per Widget Mode
Restores the coordinate space when changing Gizmo modes in the Viewport.
Only Select Rig Controls
Enabling this will only make Control Rig controls be selectable in the Viewport. All other objects, including the character, will not be selectable. This can also be enabled from the toolbar by clicking the Select button in the Animation panel toolbar.
Local Transforms in Each Local Space
Enabling this will transform each selected control relative to their local transform space, if your transformation gizmo is set to local coordinates.
Gizmo Scale
Remarks
Increases or decreases the gizmo scale.
Adding Global Shaders to Unreal Engine
Global Shaders are shaders that are not created using the Material Editor. Instead, they are created using C++, operate on fixed geometry and do not need to interface with materials or a mesh. Sometimes more advanced functionality is required to achieve a desired look and a custom shader pass is necessary to do this.
Some examples of Global Shaders would be rendering post-processing effects, dispatching compute shaders, and clearing the screen.
Unreal Engine uses Unreal Shader (.usf) files to store and read information about the shaders it uses. The source files of any new shaders created need to be stored in the Engine/Shaders folder. If a shader is part of a plugin, it should be stored in the Plugin/Shaders folder instead.
Use the command r.ShaderDevelopmentMode=1 in your ConsoleVariables.ini file to get detailed logs on shader compiles.
See Shader Development for more information.
As an example, we will create a simple pass-through Vertex Shader and a Pixel Shader that returns a custom Color.
Create your own shader by creating a new text file in your Engine/Shaders folder. Rename its file extension to .usf and give it a name. The following example uses MyTest.usf.
Next, add the following code your MyTest.usf file:
Now, to get Unreal Engine to recognize and start compiling the shader, you need to declare a C++ class. This example uses the Vertex Shader as that class:
There are a few requirements when doing this:
A Shader Type is a template or class that is specified by shader code, which maps to a physical C++ class. A Shader Type can be registered to Unreal Engine's list of types using the following code:
This macro maps the type (FMyTestVS) to the .usf file (MyTest.usf), the shader entry point (MainVS), and the frequency/shader stage (SF_Vertex). It also causes the shader to be added to the compilation list, as long as its ShouldCache() method returns true.
Whichever module you add your FGlobalShader to must be loaded before the engine starts, or you will get an assert, such as:
After a game or editor has launched, a dynamic module is not allowed to add its own shader type.
Next, the Pixel Shader is declared using the following code:
In this class, the shader parameter MyColor from the .usf file is being exposed:
The following code writes a simple function to draw a fullscreen quad using the specified Shader Types: