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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/BoneContainer.h |
Include |
#include "BoneContainer.h" |
struct FBoneContainer
This is a native transient structure. Contains:
BoneIndicesArray: Array of RequiredBoneIndices for Current Asset. In increasing order. Mapping to current Array of Transforms (Pose).
BoneSwitchArray: Size of current Skeleton. true if Bone is contained in RequiredBones array, false otherwise.
Name | Description | |
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FBoneContainer() |
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FBoneContainer ( |
Name | Description | ||
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BoneIsChildOf |
Returns true if bone is child of for current asset. |
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BoneIsChildOf ( |
Returns true if bone is child of for current asset. |
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CacheRequiredAnimCurveUids ( |
Cache required Anim Curve Uids |
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Contains ( |
Returns true of RequiredBonesArray contains this bone index. |
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FillWithCompactRefPose ( |
Fill the supplied buffer with the compact pose reference pose. |
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FRangedForSu... |
ForEachCompactPoseBoneIndex() |
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FRangedForRe... |
ForEachCompactPoseBoneIndexReverse() |
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UObject *... |
GetAsset() |
Get Asset this BoneContainer was made for. |
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const TArray... |
GetBoneIndicesArray() |
Returns array of the size of compact pose, mapping to mesh pose index returns Required Bone Indices Array |
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const TBitAr... |
GetBoneSwitchArray() |
Returns Bone Switch Array. BitMask for RequiredBoneIndex array. |
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GetCalculatedForLOD() |
Get the LOD that we calculated required bones when regenerated |
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FCompactPose... |
GetCompactPoseIndexFromSkeletonIndex ( |
DEPRECATED - Ideally should use GetCompactPoseIndexFromSkeletonPoseIndex due to raw int32 here. |
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FCompactPose... |
GetCompactPoseIndexFromSkeletonPoseIndex ( |
Map skeleton bone index to compact pose index |
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const int32 |
GetCompactPoseNumBones() |
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const TArray... |
GetCompactPoseParentBoneArray() |
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GetDepthBetweenBones |
Get Depth between bones for current asset. |
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GetDisableRetargeting() |
True if retargeting is disabled for debugging. |
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FMeshPoseBon... |
GetMeshPoseIndexFromSkeletonPoseIndex ( |
Map skeleton bone index to mesh index |
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const int32 |
GetNumBones() |
Number of Bones in RefPose for current asset. |
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const FCache... |
GetOrCreateCachedCurveMapping ( |
Curve remapping. |
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FCompactPose... |
GetParentBoneIndex ( |
Get ParentBoneIndex for current Asset. |
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GetParentBoneIndex ( |
Get ParentBoneIndex for current Asset. |
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GetPoseBoneIndexForBoneName ( |
Get BoneIndex for BoneName for current Asset. |
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const FRefer... |
GetReferenceSkeleton() |
Access to Asset's RefSkeleton. |
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const TArray... |
GetRefPoseArray() |
Pointer to RefPoseArray for current Asset. |
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const FTrans... |
GetRefPoseTransform ( |
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const FRetar... |
GetRetargetSourceCachedData ( |
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const FRetar... |
GetRetargetSourceCachedData ( |
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GetSerialNumber() |
Get the serial number of this bone container. |
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USkeletalMes... |
GetSkeletalMeshAsset() |
Get SkeletalMesh Asset this BoneContainer was made for. Could be NULL if Asset is a Skeleton. |
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USkeleton &#... |
GetSkeletonAsset() |
Get Skeleton Asset. |
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GetSkeletonIndex ( |
DEPRECATED - Ideally should use GetSkeletonPoseIndexFromCompactPoseIndex due to raw int32 here. |
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FSkeletonPos... |
GetSkeletonPoseIndexFromCompactPoseIndex ( |
Map compact bone index to skeleton index |
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FSkeletonPos... |
GetSkeletonPoseIndexFromMeshPoseIndex ( |
Map mesh bone index to skeleton index |
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GetUIDToArrayIndexLookupTableValidCount() |
Returns the number of valid entries in the GetUIDToArrayLookupTable result array |
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GetUIDToArrayLookupTable() |
Get UID To Array look up table |
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GetUIDToArrayLookupTableBackup() |
Get the array that maps UIDs to array indexes. |
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const TArray... |
GetVirtualBoneCompactPoseData() |
Returns virutal bone cached data |
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InitializeTo ( |
Initialize BoneContainer to a new Asset, RequiredBonesArray and RefPoseArray. |
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const bool |
IsValid() |
Returns true if FBoneContainer is Valid. |
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FCompactPose... |
MakeBeginIter() |
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FCompactPose... |
MakeBeginIterReverse() |
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FCompactPose... |
MakeCompactPoseIndex ( |
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FCompactPose... |
MakeEndIter() |
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FCompactPose... |
MakeEndIterReverse() |
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FMeshPoseBon... |
MakeMeshPoseIndex ( |
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MarkAllCachedCurveMappingsDirty() |
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SetDisableRetargeting ( |
Disable Retargeting for debugging. |
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SetRefPoseOverride ( |
Override skeleton ref pose. |
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SetUseRAWData ( |
Ignore compressed data and use RAW data instead, for debugging. |
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SetUseSourceData ( |
Use Source data instead. |
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ShouldUseRawData() |
True if we're requesting RAW data instead of compressed data. For debugging. |
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ShouldUseSourceData() |
True if we're requesting Source data instead of RawAnimationData. For debugging. |
Name |
Description |
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FRangedForReverseSupport |
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FRangedForSupport |
Name | Description | ||
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GetPoseToSkeletonBoneIndexArray() |
Please use GetSkeletonPoseIndexFromMeshPoseIndex |
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GetSkeletonToPoseBoneIndexArray() |
Please use GetMeshPoseIndexFromSkeletonPoseIndex |
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GetUIDToCurveTypeLookupTable() |
GetUIDToCurveTypeLookupTable is deprecated, please access from the SmartNameMapping directly via GetSkeletonAsset()->GetSmartNameContainer(USkeleton::AnimCurveMappingName) |
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GetUIDToNameLookupTable() |
GetUIDToNameLookupTable is deprecated, please access from the SmartNameMapping directly via GetSkeletonAsset()->GetSmartNameContainer(USkeleton::AnimCurveMappingName) |