FReferenceSkeleton

Reference Skeleton

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ReferenceSkeleton.h

Include

#include "ReferenceSkeleton.h"

Syntax

struct FReferenceSkeleton

Remarks

Reference Skeleton

Variables

Name Description

Public variable

friend

 

FReferenceSkeletonModifier

Constructors

Name Description

Public function

FReferenceSkeleton

(
    bool bInOnlyOneRootAllowed
)

Functions

Name Description

Public function Const

bool

 

BoneIsChildOf

(
    const int32 ChildBoneIndex,
    const int32 ParentBoneIndex
)

Public function

void

 

Empty

(
    int32 Size
)

Public function Const

void

 

EnsureParentsExist

(
    TArray< FBoneIndexType >& InOutBon...
)

Ensure parent exists in the given input sorted array.

Public function Const

void

 

EnsureParentsExistAndSort

(
    TArray< FBoneIndexType >& InOutBon...
)

Ensure parent exists in the given input array.

Public function Const

int32

 

FindBoneIndex

(
    const FName& BoneName
)

Find Bone Index from BoneName. Precache as much as possible in speed critical sections!

Public function Const

int32

 

FindRawBoneIndex

(
    const FName& BoneName
)

Find Bone Index from BoneName. Precache as much as possible in speed critical sections!

Public function Const

FName

 

GetBoneName

(
    const int32 BoneIndex
)

Public function Const

SIZE_T

 

GetDataSize()

Public function Const

int32

 

GetDepthBetweenBones

(
    const int32 BoneIndex,
    const int32 ParentBoneIndex
)

Returns # of Depth from BoneIndex to ParentBoneIndex This will return 0 if BoneIndex == ParentBoneIndex; This will return -1 if BoneIndex isn't child of ParentBoneIndex

Public function Const

int32

 

GetDirectChildBones

(
    int32 ParentBoneIndex,
    TArray< int32 >& Children
)

Very slow search function for all children

Public function Const

int32

 

GetNum()

Returns number of bones in Skeleton.

Public function Const

int32

 

GetParentIndex

(
    const int32 BoneIndex
)

Public function Const

int32

 

GetRawBoneNum()

Returns number of raw bones in Skeleton. These are the original bones of the asset

Public function Const

int32

 

GetRawParentIndex

(
    const int32 BoneIndex
)

Public function Const

const TArray...

 

GetRawRefBoneInfo()

Accessor to private data. Raw relates to original asset. Const so it can't be changed recklessly.

Public function Const

const TArray...

 

GetRawRefBonePose()

Accessor to private data. Raw relates to original asset. Const so it can't be changed recklessly.

Public function Const

const TArray...

 

GetRefBoneInfo()

Accessor to private data.

Public function Const

const TArray...

 

GetRefBonePose()

Accessor to private data.

Public function Const

const TArray...

 

GetRequiredVirtualBones()

Public function Const

const TArray...

 

GetVirtualBoneRefData()

Public function Const

bool

 

IsValidIndex

(
    int32 Index
)

Public function Const

bool

 

IsValidRawIndex

(
    int32 Index
)

Public function

void

 

RebuildNameToIndexMap()

Public function

void

 

RebuildRefSkeleton

(
    const USkeleton* Skeleton,
    bool bRebuildNameMap
)

Public function

TArray< int3...

 

RemoveBonesByName

(
    USkeleton* Skeleton,
    const TArray< FName >& BonesToRemo...
)

Removes the supplied bones from the skeleton, unless they have children that aren't also going to be removed

Public function

void

 

RemoveDuplicateBones

(
    const UObject* Requester,
    TArray< FBoneIndexType >& Duplicat...
)

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