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API > API/Plugins > API/Plugins/AnimNext
Inheritance Hierarchy
- TReferencePose
- FAnimNextReferencePose
References
| Module | AnimNext |
| Header | /Engine/Plugins/Experimental/AnimNext/Source/AnimNext/Public/ReferencePose.h |
| Include | #include "ReferencePose.h" |
Syntax
template<typename AllocatorType>
struct TReferencePose
Variables
| Type | Name | Description | |
|---|---|---|---|
| EReferencePoseGenerationFlags | GenerationFlags | ||
| TArray< TArray< FBoneIndexType, AllocatorType >, AllocatorType > | LODBoneIndexToMeshBoneIndexMapPerLOD | A mapping of LOD sorted bone indices to skeletal mesh indices per LOD Each list of bone indices is a mapping of: LODSortedBoneIndex -> SkeletalMeshBoneIndex When fast path is enabled, we have a single LOD entry that we truncate to the number of bones for each LOD | |
| TArray< TArray< FBoneIndexType, AllocatorType >, AllocatorType > | LODBoneIndexToSkeletonBoneIndexMapPerLOD | A mapping of LOD sorted bone indices to skeleton indices per LOD Each list of bone indices is a mapping of: LODSortedBoneIndex -> SkeletonBoneIndex When fast path is enabled, we have a single LOD entry that we truncate to the number of bones for each LOD | |
| TArray< int32, AllocatorType > | LODNumBones | Number of bones for each LOD. | |
| TArray< FBoneIndexType, AllocatorType > | ParentIndices | Mapping of mesh bone indices to mesh parent indices for each bone. | |
| TTransformArray< AllocatorType > | ReferenceLocalTransforms | Transform array of our bind pose sorted by LOD, allows us to truncate the array for a specific LOD Higher LOD come first | |
| TWeakObjectPtr< const USkeletalMesh > | SkeletalMesh | ||
| TWeakObjectPtr< const USkeleton > | Skeleton | ||
| TArray< TArray< FBoneIndexType, AllocatorType >, AllocatorType > | SkeletonBoneIndexToLODBoneIndexMapPerLOD | List of skeleton bone indices for each LOD Each list of skeleton bone indices is a mapping of: SkeletonBoneIndex -> LODSortedBoneIndex When fast path is enabled, we have a single LOD entry that we truncate to the number of bones for each LOD |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | GetLODBoneIndexFromSkeletonBoneIndex
(
int32 SkeletionBoneIndex |
||
| const TArrayView< const FBoneIndexType > | GetLODBoneIndexToMeshBoneIndexMap
(
int32 LODLevel |
Returns a list of LOD sorted skeletal mesh bone indices, a mapping of: LODSortedBoneIndex -> SkeletalMeshBoneIndex. | |
| const TArrayView< const FBoneIndexType > | GetLODBoneIndexToSkeletonBoneIndexMap
(
int32 LODLevel |
Returns a list of LOD sorted skeleton bone indices, a mapping of: LODSortedBoneIndex -> SkeletonBoneIndex. | |
| int32 | GetMeshBoneIndexFromLODBoneIndex
(
int32 LODBoneIndex |
||
| int32 | GetNumBonesForLOD
(
int32 LODLevel |
||
| TConstArrayView< FBoneIndexType > | Returns a mapping of mesh bone indices to mesh parent indices for each bone. | ||
| const FQuat | GetRefPoseRotation
(
int32 LODBoneIndex |
||
| const FVector | GetRefPoseScale3D
(
int32 LODBoneIndex |
||
| FTransform | GetRefPoseTransform
(
int32 LODBoneIndex |
||
| const FVector | GetRefPoseTranslation
(
int32 LODBoneIndex |
||
| int32 | GetSkeletonBoneIndexFromLODBoneIndex
(
int32 LODBoneIndex |
||
| const TArrayView< const FBoneIndexType > | GetSkeletonBoneIndexToLODBoneIndexMap
(
int32 LODLevel |
Returns a list of LOD bone indices, a mapping of: SkeletonBoneIndex -> LODSortedBoneIndex. | |
| void | Initialize
(
const FReferenceSkeleton& RefSkeleton, |
||
| bool | IsFastPath () |
||
| bool | IsValid () |