FBoneContainer

This is a native transient structure.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/BoneContainer.h

Include

#include "BoneContainer.h"

Syntax

struct FBoneContainer

Remarks

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.

Constructors

Name Description

Public function

FBoneContainer()

Public function

FBoneContainer

(
    const TArray< FBoneIndexType >& In...,
    const FCurveEvaluationOption& Curv...,
    UObject& InAsset
)

Functions

Name Description

Public function Const

bool

 

BoneIsChildOf

(
    const int32 BoneIndex,
    const int32 ParentBoneIndex
)

Returns true if bone is child of for current asset.

Public function Const

bool

 

BoneIsChildOf

(
    const FCompactPoseBoneIndex& BoneI...,
    const FCompactPoseBoneIndex& Paren...
)

Returns true if bone is child of for current asset.

Public function

void

 

CacheRequiredAnimCurveUids

(
    const FCurveEvaluationOption& Curv...
)

Cache required Anim Curve Uids

Public function Const

bool

 

Contains

(
    FBoneIndexType NewIndex
)

Returns true of RequiredBonesArray contains this bone index.

Public function Const

void

 

FillWithCompactRefPose

(
    ArrayType& OutTransforms
)

Fill the supplied buffer with the compact pose reference pose.

Public function Const

FRangedForSu...

 

ForEachCompactPoseBoneIndex()

Public function Const

FRangedForRe...

 

ForEachCompactPoseBoneIndexReverse()

Public function Const

UObject *...

 

GetAsset()

Get Asset this BoneContainer was made for.

Public function Const

const TArray...

 

GetBoneIndicesArray()

Returns array of the size of compact pose, mapping to mesh pose index returns Required Bone Indices Array

Public function Const

const TBitAr...

 

GetBoneSwitchArray()

Returns Bone Switch Array. BitMask for RequiredBoneIndex array.

Public function Const

int32

 

GetCalculatedForLOD()

Get the LOD that we calculated required bones when regenerated

Public function Const

FCompactPose...

 

GetCompactPoseIndexFromSkeletonIndex

(
    const int32 SkeletonIndex
)

DEPRECATED - Ideally should use GetCompactPoseIndexFromSkeletonPoseIndex due to raw int32 here.

Public function Const

FCompactPose...

 

GetCompactPoseIndexFromSkeletonPoseIndex

(
    const FSkeletonPoseBoneIndex& Skel...
)

Map skeleton bone index to compact pose index

Public function Const

const int32

 

GetCompactPoseNumBones()

Public function Const

const TArray...

 

GetCompactPoseParentBoneArray()

Public function Const

int32

 

GetDepthBetweenBones

(
    const int32 BoneIndex,
    const int32 ParentBoneIndex
)

Get Depth between bones for current asset.

Public function Const

bool

 

GetDisableRetargeting()

True if retargeting is disabled for debugging.

Public function Const

FMeshPoseBon...

 

GetMeshPoseIndexFromSkeletonPoseIndex

(
    const FSkeletonPoseBoneIndex& Skel...
)

Map skeleton bone index to mesh index

Public function Const

const int32

 

GetNumBones()

Number of Bones in RefPose for current asset.

Public function

const FCache...

 

GetOrCreateCachedCurveMapping

(
    const FSkeletonRemapping* Skel...
)

Curve remapping.

Public function Const

FCompactPose...

 

GetParentBoneIndex

(
    const FCompactPoseBoneIndex& BoneI...
)

Get ParentBoneIndex for current Asset.

Public function Const

int32

 

GetParentBoneIndex

(
    const int32 BoneIndex
)

Get ParentBoneIndex for current Asset.

Public function Const

int32

 

GetPoseBoneIndexForBoneName

(
    const FName& BoneName
)

Get BoneIndex for BoneName for current Asset.

Public function Const

const FRefer...

 

GetReferenceSkeleton()

Access to Asset's RefSkeleton.

Public function Const

const TArray...

 

GetRefPoseArray()

Pointer to RefPoseArray for current Asset.

Public function Const

const FTrans...

 

GetRefPoseTransform

(
    const FCompactPoseBoneIndex& BoneI...
)

Public function Const

const FRetar...

 

GetRetargetSourceCachedData

(
    const FName& InSourceName,
    const TArray< FTransform >& InReta...
)

Public function Const

const FRetar...

 

GetRetargetSourceCachedData

(
    const FName& InRetargetSource
)

Public function Const

uint16

 

GetSerialNumber()

Get the serial number of this bone container.

Public function Const

USkeletalMes...

 

GetSkeletalMeshAsset()

Get SkeletalMesh Asset this BoneContainer was made for. Could be NULL if Asset is a Skeleton.

Public function Const

USkeleton &#...

 

GetSkeletonAsset()

Get Skeleton Asset.

Public function Const

int32

 

GetSkeletonIndex

(
    const FCompactPoseBoneIndex& BoneI...
)

DEPRECATED - Ideally should use GetSkeletonPoseIndexFromCompactPoseIndex due to raw int32 here.

Public function Const

FSkeletonPos...

 

GetSkeletonPoseIndexFromCompactPoseIndex

(
    const FCompactPoseBoneIndex& BoneI...
)

Map compact bone index to skeleton index

Public function Const

FSkeletonPos...

 

GetSkeletonPoseIndexFromMeshPoseIndex

(
    const FMeshPoseBoneIndex& MeshInde...
)

Map mesh bone index to skeleton index

Public function Const

int32

 

GetUIDToArrayIndexLookupTableValidCount()

Returns the number of valid entries in the GetUIDToArrayLookupTable result array

Public function Const

TArray< uint...

 

GetUIDToArrayLookupTable()

Get UID To Array look up table

Public function Const

TArray< Smar...

 

GetUIDToArrayLookupTableBackup()

Get the array that maps UIDs to array indexes.

Public function Const

const TArray...

 

GetVirtualBoneCompactPoseData()

Returns virutal bone cached data

Public function

void

 

InitializeTo

(
    const TArray< FBoneIndexType >& In...,
    const FCurveEvaluationOption& Curv...,
    UObject& InAsset
)

Initialize BoneContainer to a new Asset, RequiredBonesArray and RefPoseArray.

Public function Const

const bool

 

IsValid()

Returns true if FBoneContainer is Valid.

Public function Const

FCompactPose...

 

MakeBeginIter()

Public function Const

FCompactPose...

 

MakeBeginIterReverse()

Public function Const

FCompactPose...

 

MakeCompactPoseIndex

(
    const FMeshPoseBoneIndex& BoneInde...
)

Public function Const

FCompactPose...

 

MakeEndIter()

Public function Const

FCompactPose...

 

MakeEndIterReverse()

Public function Const

FMeshPoseBon...

 

MakeMeshPoseIndex

(
    const FCompactPoseBoneIndex& BoneI...
)

Public function

void

 

MarkAllCachedCurveMappingsDirty()

Public function

void

 

SetDisableRetargeting

(
    bool InbDisableRetargeting
)

Disable Retargeting for debugging.

Public function

void

 

SetRefPoseOverride

(
    const TSharedPtr< FSkelMeshRefPoseO...
)

Override skeleton ref pose.

Public function

void

 

SetUseRAWData

(
    bool InbUseRAWData
)

Ignore compressed data and use RAW data instead, for debugging.

Public function

void

 

SetUseSourceData

(
    bool InbUseSourceData
)

Use Source data instead.

Public function Const

bool

 

ShouldUseRawData()

True if we're requesting RAW data instead of compressed data. For debugging.

Public function Const

bool

 

ShouldUseSourceData()

True if we're requesting Source data instead of RawAnimationData. For debugging.

Classes

Deprecated Functions

Name Description

Public function Const

TArray< int3...

 

GetPoseToSkeletonBoneIndexArray()

Please use GetSkeletonPoseIndexFromMeshPoseIndex

Public function Const

TArray< int3...

 

GetSkeletonToPoseBoneIndexArray()

Please use GetMeshPoseIndexFromSkeletonPoseIndex

Public function Const

TArray< FAni...

 

GetUIDToCurveTypeLookupTable()

GetUIDToCurveTypeLookupTable is deprecated, please access from the SmartNameMapping directly via GetSkeletonAsset()->GetSmartNameContainer(USkeleton::AnimCurveMappingName)

Public function Const

TArray< FNam...

 

GetUIDToNameLookupTable()

GetUIDToNameLookupTable is deprecated, please access from the SmartNameMapping directly via GetSkeletonAsset()->GetSmartNameContainer(USkeleton::AnimCurveMappingName)