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Script friendly representation of an evaluated animation bone pose
| Name | FAnimPose |
| Type | struct |
| Header File | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h |
| Include Path | #include "AnimPose.h" |
Syntax
USTRUCT (BlueprintType )
struct FAnimPose
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsValid() |
Returns whether or not the pose data was correctly initialized and populated | AnimPose.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GenerateWorldSpaceTransforms() |
(Re-)Generates the world space transforms using populated local space data | AnimPose.h | |
void GetPose
(
FCompactPose& InOutCompactPose |
Populates an FCompactPose using the contained bone data | AnimPose.h | |
void Init
(
const FBoneContainer& InBoneContainer |
Initializes the various arrays, using and copying the provided bone container | AnimPose.h | |
bool IsInitialized() |
Whether or not the contained data was initialized and can be used to store a pose | AnimPose.h | |
bool IsPopulated() |
Whether or local space pose data has been populated | AnimPose.h | |
void Reset() |
Resets all contained data, rendering the instance invalid | AnimPose.h | |
void SetPose
(
USkeletalMeshComponent* Component |
Generates the contained bone data using the provided Component and its AnimInstance | AnimPose.h | |
void SetPose
(
const FAnimationPoseData& PoseData |
Generates the contained bone data using the provided CompactPose | AnimPose.h | |
void SetToRefPose() |
Copies the reference pose to animated pose data | AnimPose.h |