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