FAnimationRuntime::CreateMaskWeights

Create Mast Weight for skeleton joints, not per mesh or per required bones You'll have to filter properly with correct mesh joint or required boens The depth should not change based on LOD or mesh or skeleton They still should contain same depth

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/AnimationRuntime.h

Include

#include "AnimationRuntime.h"

Source

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

Syntax

static void CreateMaskWeights
(
    TArray< FPerBoneBlendWeight > & BoneBlendWeights,
    const TArray< FInputBlendPose > & BlendFilters,
    const USkeleton * Skeleton
)

Remarks

Create Mast Weight for skeleton joints, not per mesh or per required bones You'll have to filter properly with correct mesh joint or required boens The depth should not change based on LOD or mesh or skeleton They still should contain same depth

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