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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.
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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 |
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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 |
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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 |