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API > API/Editor > API/Editor/AnimationBlueprintLibrary
References
| Module | AnimationBlueprintLibrary |
| Header | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h |
| Include | #include "AnimPose.h" |
Syntax
struct FAnimPose
Remarks
Script friendly representation of an evaluated animation bone pose
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< int32 > | BoneIndices | ||
| TArray< FName > | BoneNames | ||
| TArray< FName > | CurveNames | ||
| TArray< float > | CurveValues | ||
| TArray< FTransform > | LocalSpacePoses | ||
| TArray< int32 > | ParentBoneIndices | ||
| TArray< FTransform > | RefLocalSpacePoses | ||
| TArray< FTransform > | RefWorldSpacePoses | ||
| TArray< FName > | SocketNames | ||
| TArray< FName > | SocketParentBoneNames | ||
| TArray< FTransform > | SocketTransforms | ||
| TArray< FTransform > | WorldSpacePoses |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | (Re-)Generates the world space transforms using populated local space data | ||
| void | GetPose
(
FCompactPose& InOutCompactPose |
Populates an FCompactPose using the contained bone data | |
| void | Init
(
const FBoneContainer& InBoneContainer |
Initializes the various arrays, using and copying the provided bone container | |
| bool | Whether or not the contained data was initialized and can be used to store a pose | ||
| bool | IsPopulated () |
Whether or local space pose data has been populated | |
| bool | IsValid () |
Returns whether or not the pose data was correctly initialized and populated | |
| void | Reset () |
Resets all contained data, rendering the instance invalid | |
| void | SetPose
(
USkeletalMeshComponent* Component |
Generates the contained bone data using the provided Component and its AnimInstance | |
| void | SetPose
(
const FAnimationPoseData& PoseData |
Generates the contained bone data using the provided CompactPose | |
| void | SetToRefPose () |
Copies the reference pose to animated pose data |