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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void |
CacheRequiredAnimCurveUids ( |
Cache required Anim Curve Uids |
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Contains ( |
Returns true of RequiredBonesArray contains this bone index. |
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UObject * |
GetAsset() |
Get Asset this BoneContainer was made for. |
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const TArray< FBoneIndexType > & |
GetBoneIndicesArray() |
Returns Required Bone Indices Array |
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const TBitArray & |
GetBoneSwitchArray() |
Returns Bone Switch Array. BitMask for RequiredBoneIndex array. |
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GetCompactPoseIndexFromSkeletonIndex ( |
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const int32 |
GetCompactPoseNumBones() |
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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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const int32 |
GetNumBones() |
Number of Bones in RefPose for current asset. |
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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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GetPoseToSkeletonBoneIndexArray() |
Const accessor to GetSkeletonToPoseBoneIndexArray(). |
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const FReferenceSkeleton & |
GetReferenceSkeleton() |
Access to Asset's RefSkeleton. |
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const TArray< FTransform > & |
GetRefPoseArray() |
Pointer to RefPoseArray for current Asset. |
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const TArray< FTransform > & |
GetRefPoseCompactArray() |
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const FTransform & |
GetRefPoseTransform ( |
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const FRetargetSourceCachedData & |
GetRetargetSourceCachedData ( |
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GetSkeletalMeshAsset() |
Get SkeletalMesh Asset this BoneContainer was made for. Could be NULL if Asset is a Skeleton. |
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GetSkeletonAsset() |
Get Skeleton Asset. |
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GetSkeletonIndex ( |
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GetSkeletonToPoseBoneIndexArray() |
Const accessor to GetSkeletonToPoseBoneIndexArray(). |
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GetUIDToArrayLookupTable() |
Get UID To Array look up table |
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TArray< FAnimCurveType > const & |
GetUIDToCurveTypeLookupTable() |
Get UID To curve type look up table |
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GetUIDToNameLookupTable() |
Get UID To Name look up table |
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const TArray< FVirtualBoneCompactPoseData > & |
GetVirtualBoneCompactPoseData() |
Returns virutal bone cached data |
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void |
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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MakeCompactPoseIndex ( |
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MakeMeshPoseIndex ( |
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void |
SetDisableRetargeting ( |
Disable Retargeting for debugging. |
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void |
SetRefPoseCompactArray ( |
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void |
SetUseRAWData ( |
Ignore compressed data and use RAW data instead, for debugging. |
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void |
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. |