IEditableSkeleton

Interface used to deal with skeletons that are currently being edited

Windows
MacOS
Linux

References

Module

SkeletonEditor

Header

/Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h

Include

#include "IEditableSkeleton.h"

Syntax

class IEditableSkeleton

Remarks

Interface used to deal with skeletons that are currently being edited

Functions

Name Description

Public function

void

 

AddNotify

(
    FName NewName
)

Add a notify

Public function

void

 

AddRetargetSource

(
    const FName& InName,
    USkeletalMesh* InReferenceMesh
)

Add a retarget source

Public function

bool

 

AddSlotGroupName

(
    const FName& InSlotName
)

Add a slot group name

Public function

bool

 

AddSmartname

(
    const FName& InContainerName,
    const FName& InNewName,
    FSmartName& OutSmartName
)

Add a new smart name.

Public function

USkeletalMes...

 

AddSocket

(
    const FName& InBoneName
)

Creates a new socket on the skeleton

Public function

void

 

AddSyncMarker

(
    FName NewName
)

Add a sync marker

Public function

void

 

BroadcastNotifyChanged()

Inform the system that something about a notify changed

Public function

UBlendProfil...

 

CreateNewBlendProfile

(
    const FName& InBlendProfileName
)

Create the named blend profile

Public function

int32

 

DeleteAnimNotifies

(
    const TArray< FName >& InotifyName...
)

Delete anim notifies by name

Public function

void

 

DeleteRetargetSources

(
    const TArray< FName >& InRetargetS...
)

Delete retarget sources

Public function

void

 

DeleteSlotGroup

(
    const FName& InGroupName
)

Delete a slot group

Public function

void

 

DeleteSlotName

(
    const FName& InSlotName
)

Delete a slot name

Public function

void

 

DeleteSyncMarkers

(
    const TArray< FName >& ISyncMarker...
)

Delete sync markers from the skeleton cache by name

Public function Const

bool

 

DoesSocketAlreadyExist

(
    const USkeletalMeshSocket* InS...,
    const FText& InSocketName,
    ESocketParentType SocketParentType,
    USkeletalMesh* InSkeletalMesh
)

Function to tell you if a socket name already exists.

Public function Const

bool

 

DoesVirtualBoneAlreadyExist

(
    const FString& InVBName
)

Function to tell you if a virtual bone name is already in use

Public function

USkeletalMes...

 

DuplicateSocket

(
    const FSelectedSocketInfo& SocketI...,
    const FName& NewParentBoneName,
    USkeletalMesh* InSkeletalMesh
)

Handle drag-drop socket duplication

Public function

UBlendProfil...

 

GetBlendProfile

(
    const FName& InBlendProfileName
)

Get the named blend profile

Public function Const

const TArray...

 

GetBlendProfiles()

Get the blend profiles that this skeleton currently contains

Public function Const

EBoneTransla...

 

GetBoneTranslationRetargetingMode

(
    FName InBoneName
)

Wrap USkeleton::GetBoneTranslationRetargetingMode

Public function

void

 

GetCompatibleAnimSequences

(
    TArray< struct FAssetData >& OutAs...
)

Populates OutAssets with the AnimSequences that match this current skeleton

Public function Const

const USkele...

 

GetSkeleton()

Get the skeleton. Const - to modify the skeleton you should use the wrapper methods below

Public function

void

 

LoadAdditionalPreviewSkeletalMeshes()

Load any additional meshes we may have

Public function

void

 

RecreateBoneTree

(
    USkeletalMesh* NewPreviewMesh
)

Merge has failed, then Recreate BoneTree

Public function

void

 

RefreshBoneTree()

Broadcasts tree refresh delegate

Public function

void

 

RefreshRetargetSources

(
    const TArray< FName >& InRetargetS...
)

Refresh retarget sources

Public function

void

 

RefreshRigConfig()

Refreshes the rig config, validating the mappings

Public function

void

 

RegisterOnNotifiesChanged

(
    const FSimpleMulticastDelegate::FDe...
)

Register a delegate to be called when this skeletons notifies are changed

Public function

FDelegateHan...

 

RegisterOnSlotsChanged

(
    const FSimpleMulticastDelegate::FDe...
)

Register a delegate to be called when this skeletons slots are changed

Public function

FDelegateHan...

 

RegisterOnSmartNameChanged

(
    const FOnSmartNameChanged::FDelegat...
)

Register a delegate to be called when a set of smart names are removed

Public function

void

 

RegisterSlotNode

(
    const FName& InSlotName
)

Register a slot node

Public function

void

 

RemoveBlendProfile

(
    UBlendProfile* InBlendProfile
)

Remove the specifed blend profile

Public function

void

 

RemoveSmartnamesAndFixupAnimations

(
    const FName& InContainerName,
    const TArray< FName >& InNames
)

Remove all the specified smart names and fixup animations that use them

Public function

void

 

RemoveUnusedBones()

Remove any bones that are not used by any skeletal meshes

Public function

int32

 

RenameNotify

(
    const FName NewName,
    const FName OldName
)

Rename a notify

Public function

void

 

RenameRetargetSource

(
    const FName InOldName,
    const FName InNewName
)

Rename the specified retarget source

Public function

void

 

RenameSlotName

(
    const FName InOldSlotName,
    const FName InNewSlotName
)

Rename a slot name

Public function

void

 

RenameSmartname

(
    const FName InContainerName,
    SmartName::UID_Type InNameUid,
    const FName InNewName
)

Rename the specified smart name

Public function

void

 

RenameSocket

(
    const FName OldSocketName,
    const FName NewSocketName,
    USkeletalMesh* InSkeletalMesh
)

Rename a socket on the mesh or the skeleton

Public function

void

 

RenameVirtualBone

(
    const FName OriginalName,
    const FName InVBName
)

Rename an existing virtual bone

Public function

void

 

SetAdditionalPreviewSkeletalMeshes

(
    UDataAsset* InPreviewCollectio...
)

Set the additional skeletal meshes we use when previewing this skeleton

Public function

void

 

SetBlendProfileScale

(
    const FName& InBlendProfileName,
    const FName& InBoneName,
    float InNewScale,
    bool bInRecurse
)

Set the blend profile scale for the specified bone

Public function

void

 

SetBoneTranslationRetargetingMode

(
    FName InBoneName,
    EBoneTranslationRetargetingMode::Ty...
)

Wrap USkeleton::SetBoneTranslationRetargetingMode

Public function

void

 

SetCurveMetaBoneLinks

(
    const FSmartName& CurveName,
    TArray< FBoneReference >& BoneLink...,
    uint8 InMaxLOD
)

Sets Bone Links per curve

Public function

void

 

SetCurveMetaDataMaterial

(
    const FSmartName& CurveName,
    bool bOverrideMaterial
)

Sets Material Meta Data for the curve

Public function

void

 

SetPreviewMesh

(
    USkeletalMesh* InSkeletalMesh
)

Set the preview mesh in the skeleton

Public function

void

 

SetRigBoneMapping

(
    const FName& InNodeName,
    const FName& InBoneName
)

Set a rig bone mapping

Public function

void

 

SetRigBoneMappings

(
    const TMap< FName, FName >& InMapp...
)

Set multiple bone mappings

Public function

void

 

SetRigConfig

(
    URig* InRig
)

Set the rig config

Public function

void

 

SetSlotGroupName

(
    const FName& InSlotName,
    const FName& InGroupName
)

Set the group name of the specified slot

Public function

void

 

SetSocketParent

(
    const FName& SocketName,
    const FName& NewParentName,
    USkeletalMesh* InSkeletalMesh
)

Set the parent of a socket

Public function

void

 

UnregisterOnNotifiesChanged

(
    void* Thing
)

Unregister a delegate to be called when this skeletons notifies are changed

Public function

void

 

UnregisterOnSlotsChanged

(
    FDelegateHandle InHandle
)

Unregister a delegate to be called when this skeletons slots are changed

Public function

void

 

UnregisterOnSmartNameChanged

(
    FDelegateHandle InHandle
)

Register a delegate to be called when a set of smart names are removed

Public function

void

 

UpdateSkeletonReferencePose

(
    USkeletalMesh* InSkeletalMesh
)

Create RefLocalPoses from InSkeletalMesh

Public function

int32

 

ValidatePreviewAttachedObjects()

Makes sure all attached objects are valid and removes any that aren't.

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