FGeometryCollectionClusteringUtility::ClusterBonesUnderNewNode

Creates a cluster in the node hierarchy by re-parenting the Selected Bones off a new node in the hierarchy It makes more sense to think that the Selected Bones are all at the same level in the hierarchy however it will re-parent multiple levels at the InsertAtIndex location bone

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MacOS
Linux

References

Module

Chaos

Header

/Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/GeometryCollectionClusteringUtility.h

Include

#include "GeometryCollection/GeometryCollectionClusteringUtility.h"

Source

/Engine/Source/Runtime/Experimental/Chaos/Private/GeometryCollection/GeometryCollectionClusteringUtility.cpp

Syntax

static void ClusterBonesUnderNewNode
(
    FGeometryCollection * GeometryCollection,
    int32 InsertAtIndex,
    const TArray< int32 > & SelectedBones,
    bool CalcNewLocalTransform,
    bool Validate
)

Remarks

Creates a cluster in the node hierarchy by re-parenting the Selected Bones off a new node in the hierarchy It makes more sense to think that the Selected Bones are all at the same level in the hierarchy however it will re-parent multiple levels at the InsertAtIndex location bone

e.g. if you have a flat chunk hierarchy after performing Voronoi fracturing L0 Root|

| | | | L1 A B C D

Cluster A & B at insertion point A, results in L0 Root|

| | | L1 E C D |

| | L2 A B

Node E has no geometry of its own, only a transform by which to control A & B as a single unit

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