FReferenceSkeleton

Reference Skeleton

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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 >& InOutBoneSortedArray
)

Ensure parent exists in the given input sorted array.

Public function Const

void

 

EnsureParentsExistAndSort

(
    TArray< FBoneIndexType >& InOutBoneUnsortedArray
)

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< FMeshBoneInfo > &

 

GetRawRefBoneInfo()

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

Public function Const

const TArray< FTransform > &

 

GetRawRefBonePose()

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

Public function Const

const TArray< FMeshBoneInfo > &

 

GetRefBoneInfo()

Accessor to private data.

Public function Const

const TArray< FTransform > &

 

GetRefBonePose()

Accessor to private data.

Public function Const

const TArray< FBoneIndexType > &

 

GetRequiredVirtualBones()

Public function Const

const TArray< FVirtualBoneRefData > &

 

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< int32 >

 

RemoveBonesByName

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

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 >& DuplicateBones
)

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