FSocketReference

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MacOS
Linux

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h

Include

#include "BoneControllers/AnimNode_SkeletalControlBase.h"

Syntax

struct FSocketReference

Variables

Name Description

Public variable

FName

 

SocketName

Target socket to look at.

Constructors

Name Description

Public function

FSocketReference()

Public function

FSocketReference

(
    const FName& InSocketName
)

Functions

Name Description

Public function Const

FTransform

 

GetAnimatedSocketTransform

(
    FCSPose< poseType >& InPose
)

Public function Const

FCompactPose...

 

GetCachedSocketCompactBoneIndex()

Public function Const

bool

 

HasValidSetup()

There are subtle difference between this two IsValid function First one says the configuration had a valid socket as mesh index is valid Second one says the current bonecontainer doesn't contain it, meaning the current LOD is missing the joint that is required to evaluate Although the expected behavior is ambiguous, I'll still split these two, and use it accordingly

Public function

void

 

InitializeSocketInfo

(
    const FAnimInstanceProxy* InAn...
)

Public function

void

 

InitialzeCompactBoneIndex

(
    const FBoneContainer& RequiredBone...
)

Public function

void

 

InvalidateCachedBoneIndex()

Public function Const

bool

 

IsValidToEvaluate()

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