USkeleton::MergeBonesToBoneTree

Merge Bones (RequiredBones from InSkelMesh) to BoneTrees if not exists

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/Skeleton.h

Include

#include "Animation/Skeleton.h"

Source

/Engine/Source/Runtime/Engine/Private/Animation/Skeleton.cpp

Syntax

bool MergeBonesToBoneTree
(
    const USkeletalMesh * InSkeletalMesh,
    const TArray< int32 > & RequiredRefBones
)

Remarks

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

Returns

true if success

Parameters

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

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