Navigation
API > API/Editor > API/Editor/SkeletonEditor
Interface used to deal with skeletons that are currently being edited
| Name | IEditableSkeleton |
| Type | class |
| Header File | /Engine/Source/Editor/SkeletonEditor/Public/IEditableSkeleton.h |
| Include Path | #include "IEditableSkeleton.h" |
Syntax
class IEditableSkeleton
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCompatibleSkeleton
(
const USkeleton* InCompatibleSkeleton |
Add a compatible skeleton | IEditableSkeleton.h | |
void AddNotify
(
FName NewName |
Add a notify | IEditableSkeleton.h | |
void AddRetargetSource
(
const FName& InName, |
Add a retarget source | IEditableSkeleton.h | |
bool AddSlotGroupName
(
const FName& InSlotName |
Add a slot group name | IEditableSkeleton.h | |
virtual bool AddSmartname
(
const FName& InContainerName, |
IEditableSkeleton.h | ||
USkeletalMeshSocket * AddSocket
(
const FName& InBoneName |
Creates a new socket on the skeleton | IEditableSkeleton.h | |
void AddSyncMarker
(
FName NewName |
Add a sync marker | IEditableSkeleton.h | |
void BroadcastNotifyChanged() |
Inform the system that something about a notify changed | IEditableSkeleton.h | |
UBlendProfile * CreateNewBlendProfile
(
const FName& InBlendProfileName |
Create the named blend profile | IEditableSkeleton.h | |
int32 DeleteAnimNotifies
(
const TArray< FName >& InotifyNames, |
Delete anim notifies by name | IEditableSkeleton.h | |
void DeleteRetargetSources
(
const TArray< FName >& InRetargetSourceNames |
Delete retarget sources | IEditableSkeleton.h | |
void DeleteSlotGroup
(
const FName& InGroupName |
Delete a slot group | IEditableSkeleton.h | |
void DeleteSlotName
(
const FName& InSlotName |
Delete a slot name | IEditableSkeleton.h | |
int32 DeleteSyncMarkers
(
const TArray< FName >& ISyncMarkerNames, |
Delete sync markers from the skeleton cache by name | IEditableSkeleton.h | |
bool DoesSocketAlreadyExist
(
const USkeletalMeshSocket* InSocket, |
Function to tell you if a socket name already exists. | IEditableSkeleton.h | |
bool DoesVirtualBoneAlreadyExist
(
const FString& InVBName |
Function to tell you if a virtual bone name is already in use | IEditableSkeleton.h | |
USkeletalMeshSocket * DuplicateSocket
(
const FSelectedSocketInfo& SocketInfoToDuplicate, |
Handle drag-drop socket duplication | IEditableSkeleton.h | |
UBlendProfile * GetBlendProfile
(
const FName& InBlendProfileName |
Get the named blend profile | IEditableSkeleton.h | |
const TArray< class UBlendProfile * > & GetBlendProfiles() |
Get the blend profiles that this skeleton currently contains | IEditableSkeleton.h | |
EBoneTranslationRetargetingMode::Type GetBoneTranslationRetargetingMode
(
FName InBoneName |
Wrap USkeleton::GetBoneTranslationRetargetingMode | IEditableSkeleton.h | |
void GetCompatibleAnimSequences
(
TArray< struct FAssetData >& OutAssets |
Populates OutAssets with the AnimSequences that match this current skeleton | IEditableSkeleton.h | |
const USkeleton & GetSkeleton() |
Get the skeleton. Const - to modify the skeleton you should use the wrapper methods below | IEditableSkeleton.h | |
bool IsSkeletonValid() |
Checks to see if the editable skeleton is valid. It is possible to force-delete the USkeleton. | IEditableSkeleton.h | |
void LoadAdditionalPreviewSkeletalMeshes() |
Load any additional meshes we may have | IEditableSkeleton.h | |
void RecreateBoneTree
(
USkeletalMesh* NewPreviewMesh |
Merge has failed, then Recreate BoneTree | IEditableSkeleton.h | |
void RefreshBoneTree() |
Broadcasts tree refresh delegate | IEditableSkeleton.h | |
void RefreshRetargetSources
(
const TArray< FName >& InRetargetSourceNames |
Refresh retarget sources | IEditableSkeleton.h | |
void RegisterOnNotifiesChanged
(
const FSimpleMulticastDelegate::FDelegate& InDelegate |
Register a delegate to be called when this skeletons notifies are changed | IEditableSkeleton.h | |
FDelegateHandle RegisterOnSlotsChanged
(
const FSimpleMulticastDelegate::FDelegate& InDelegate |
Register a delegate to be called when this skeletons slots are changed | IEditableSkeleton.h | |
virtual FDelegateHandle RegisterOnSmartNameChanged
(
const FOnSmartNameChanged::FDelegate& InOnSmartNameChanged |
IEditableSkeleton.h | ||
void RegisterSlotNode
(
const FName& InSlotName |
Register a slot node | IEditableSkeleton.h | |
void RemoveBlendProfile
(
UBlendProfile* InBlendProfile |
Remove the specifed blend profile | IEditableSkeleton.h | |
void RemoveCompatibleSkeleton
(
const USkeleton* InCompatibleSkeleton |
Remove a compatible skeleton | IEditableSkeleton.h | |
virtual void RemoveSmartnamesAndFixupAnimations
(
const FName& InContainerName, |
IEditableSkeleton.h | ||
void RemoveUnusedBones() |
Remove any bones that are not used by any skeletal meshes | IEditableSkeleton.h | |
UBlendProfile * RenameBlendProfile
(
const FName& InBlendProfileName, |
Rename an existing blend profile | IEditableSkeleton.h | |
int32 RenameNotify
(
const FName NewName, |
Rename a notify | IEditableSkeleton.h | |
void RenameRetargetSource
(
const FName InOldName, |
Rename the specified retarget source | IEditableSkeleton.h | |
void RenameSlotName
(
const FName InOldSlotName, |
Rename a slot name | IEditableSkeleton.h | |
virtual void RenameSmartname
(
const FName InContainerName, |
IEditableSkeleton.h | ||
void RenameSocket
(
const FName OldSocketName, |
Rename a socket on the mesh or the skeleton | IEditableSkeleton.h | |
int32 RenameSyncMarker
(
FName NewName, |
Rename a sync marker | IEditableSkeleton.h | |
void RenameVirtualBone
(
const FName OriginalName, |
Rename an existing virtual bone | IEditableSkeleton.h | |
void SetAdditionalPreviewSkeletalMeshes
(
UDataAsset* InPreviewCollectionAsset |
Set the additional skeletal meshes we use when previewing this skeleton | IEditableSkeleton.h | |
void SetBlendProfileMode
(
FName InBlendProfileName, |
Change an existing blend profile's mode (See EBlendProfileMode for details) | IEditableSkeleton.h | |
void SetBlendProfileScale
(
const FName& InBlendProfileName, |
Set the blend profile scale for the specified bone | IEditableSkeleton.h | |
void SetBoneTranslationRetargetingMode
(
FName InBoneName, |
Wrap USkeleton::SetBoneTranslationRetargetingMode | IEditableSkeleton.h | |
virtual void SetCurveMetaBoneLinks
(
const FSmartName& CurveName, |
IEditableSkeleton.h | ||
virtual void SetCurveMetaDataMaterial
(
const FSmartName& CurveName, |
IEditableSkeleton.h | ||
virtual void SetCurveMetaDataMorphTarget
(
const FSmartName& CurveName, |
IEditableSkeleton.h | ||
void SetPreviewMesh
(
USkeletalMesh* InSkeletalMesh |
Set the preview mesh in the skeleton | IEditableSkeleton.h | |
void SetSlotGroupName
(
const FName& InSlotName, |
Set the group name of the specified slot | IEditableSkeleton.h | |
void SetSocketParent
(
const FName& SocketName, |
Set the parent of a socket | IEditableSkeleton.h | |
void UnregisterOnNotifiesChanged
(
FDelegateUserObject Thing |
Unregister a delegate to be called when this skeletons notifies are changed | IEditableSkeleton.h | |
void UnregisterOnSlotsChanged
(
FDelegateHandle InHandle |
Unregister a delegate to be called when this skeletons slots are changed | IEditableSkeleton.h | |
virtual void UnregisterOnSmartNameChanged
(
FDelegateHandle InHandle |
IEditableSkeleton.h | ||
void UpdateSkeletonReferencePose
(
USkeletalMesh* InSkeletalMesh |
Create RefLocalPoses from InSkeletalMesh | IEditableSkeleton.h | |
int32 ValidatePreviewAttachedObjects() |
Makes sure all attached objects are valid and removes any that aren't. | IEditableSkeleton.h |