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API > API/Plugins > API/Plugins/ChaosRigidAssetNodes
Represents a selection set of bones within a skeleton
| Name | FRigidAssetBoneSelection |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ChaosRigidAsset/Source/ChaosRigidAssetNodes/Public/BoneSelection.h |
| Include Path | #include "BoneSelection.h" |
Syntax
USTRUCT ()
struct FRigidAssetBoneSelection
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Mesh | TObjectPtr< USkeletalMesh > | Mesh that the bones reference. | BoneSelection.h | |
| SelectedBones | TArray< FRigidAssetBoneInfo > | Individual bones in the selection. | BoneSelection.h | |
| Skeleton | TObjectPtr< USkeleton > | Skeleton that the bones reference. | BoneSelection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Contains
(
FName InBoneName |
BoneSelection.h | ||
bool ContainsIndex
(
int32 InBoneIndex |
Contains for index and name, cannot check the skeleton matches, so care should be taken that the search items here are representative of the mesh and skeleton bound to the selection | BoneSelection.h | |
void SortBones() |
Sorts bones so parents are before children. | BoneSelection.h |