Was just looking for this and found a solution, although very hard to find, so I am relaying this so it can get out more!
Once you add a variable to control rig, it is then accessible within your animation blueprint. If you donāt have an animation blueprint yet, there is now a āControlRigā node that you can place in the AnimGraph. You can then click on the node, and in the details panel, at the bottom, you can assign your ControlRig class, and then all your variables will appear as optional checkboxes. Enable the ones you wish, and feed your data through the animation blueprint as normal. If you havenāt brought data into an animation blueprint before, just go into the Event Graph, you get the parent actor, cast to your character/actor, set it as a variable, and then you can āgetā your character/actor and pull itās variables, and feed those into the ControlRig node!
You can just use a control ( linked to absolutely nothing ) within the control Rig, which you can then change to be a boolean, float, whatever,
By doing so, if you use the control Rig component in a BP, you can access that control by using āGet Controlā from the control Rig component.
If you want to use a variable, RealAero gave you the solution already.
Hmā¦ that looks like that doesnāt work for me. When I click the variable checkbox in the āOutputā section, then appropriate checkbox also switches on in the āInputā section, and the pin of my variable appears in the front only of Control Rig nodeā¦
so it appears there is no solution, there is no way to acces variables inside Control Rig?
My workaround, as I need the updated location of pelvis bones, is to track it down directly from my BP_Character on Tick
Also ran into this issue. One workaround would be to create a named Control in Control Rig and then set one of its transform values with the data you need, then from your blueprint you can get that controlās values.
Hello! for people wondering how to get the OUTPUT of variables of a control rig thats part of an animation BP, hereās what ive found.
There is a node called FIND CONTROL RIGS.
if you call this node inside an event graph, it will find the control rigs in the āouterā environment you give it (in my case it was an anim BP with a Control Rig Node). This node lets you specify what kind of control rig it is. It outputs an array, but since youāll probably only have one such CR you can just take the 0 index value.
Iām new to the engine, but i think from this point, in order to get live updating values, you need to cast to the CR. So get the CR reference you got from the Find Control Rig node, and use that as the parent class in your cast function (cast to the control rig you want).
From here, you should be able to get live updating variabkes from the result of your cast, since it will be working as the CR in your blueprint. Maker sure toi expose the variables (the little eye symbol next to the variable) to allow you to access it!