Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Animation/Skeleton.h |
Include |
#include "Animation/Skeleton.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Animation/Skeleton.cpp |
bool MergeBonesToBoneTree
(
const USkeletalMesh * InSkeletalMesh,
const TArray< int32 > & RequiredRefBones
)
Merge Bones (RequiredBones from InSkelMesh) to BoneTrees if not exists
that this bonetree can't ever clear up because doing so will corrupt all animation data that was imported based on this If nothing exists, it will build new bone tree
true if success
Parameter |
Description |
---|---|
InSkelMesh |
: Mesh to build from. |
RequiredRefBones |
: RequiredBones are subset of list of bones (index to InSkelMesh->RefSkeleton) Most of cases, you don't like to add all bones to skeleton, so you'll have choice of cull out some |