Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/AnimationRuntime.h |
Include |
#include "AnimationRuntime.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp |
static void CreateMaskWeights
(
TArray< FPerBoneBlendWeight > & BoneBlendWeights,
const TArray< FInputBlendPose > & BlendFilters,
const USkeleton * Skeleton
)
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