| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/PoseableMeshComponent.h |
Include |
#include "Components/PoseableMeshComponent.h" |
class UPoseableMeshComponent : public USkinnedMeshComponent
UPoseableMeshComponent that allows bone transforms to be driven by blueprint.
Name | Description | ||
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BoneSpaceTransforms |
Temporary array of local-space (ie relative to parent bone) rotation/translation/scale for each bone. |
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RequiredBones |
Name | Description | |
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UPoseableMeshComponent ( |
Name | Description | ||
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CopyPoseFromSkeletalComponent ( |
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FillComponentSpaceTransforms() |
Take the BoneSpaceTransforms array (translation vector, rotation quaternion and scale vector) and update the array of component-space bone transformation matrices (SpaceBases). |
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GetBoneLocationByName ( |
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GetBoneRotationByName ( |
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GetBoneScaleByName ( |
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const TArray... |
GetBoneSpaceTransforms() |
We need this for template function in the cpp skeletalmeshcomponent hides this property, so now creating extra getter for poseablemeshcomponent although it's fine for poseablemeshcomponent to have this as external note that their signature is different, but the template would workf ine |
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GetBoneTransformByName ( |
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IsRunningParallelEvaluation() |
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MarkRefreshTransformDirty() |
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ResetBoneTransformByName ( |
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SetBoneLocationByName ( |
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SetBoneRotationByName ( |
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SetBoneScaleByName ( |
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SetBoneTransformByName ( |
Name | Description | ||
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AllocateTransformData() |
Allocate Transform Data array including SpaceBases, BoneVisibilityStates |
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RefreshBoneTransforms ( |
Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.) |
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ShouldUpdateTransform ( |
Should update transform in Tick |