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API > API/Plugins > API/Plugins/GeometryScriptingCore > API/Plugins/GeometryScriptingCore/UGeometryScriptLibrary_MeshBoneW-
Description
Prunes the given bones from any bone weight assignment on the given profile. The bone weights are re-assigned based on the type of re-assignment specified in the options, although in the case where the bone(s) being pruned are the sole bone weight on a vertex, then the parent bone will be assigned as the sole bone weight for that vertex. Bones are pruned iteratively from leaf to root, to ensure that weighs are progressively re-assigned in case multiple bones along the same branch are being pruned.
| Name | PruneBoneWeights |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshBoneWeightFunctions.h |
| Include Path | #include "GeometryScript/MeshBoneWeightFunctions.h" |
| Source | /Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Private/MeshBoneWeightFunctions.cpp |
UFUNCTION (BlueprintCallable, Category="GeometryScript|MeshQueries|BoneWeights",
Meta=(ScriptMethod))
static UDynamicMesh * PruneBoneWeights
(
UDynamicMesh * TargetMesh,
const TArray < FName > & BonesToPrune,
FGeometryScriptPruneBoneWeightsOptions Options,
FGeometryScriptBoneWeightProfile Profile,
UGeometryScriptDebug * Debug
)
Parameters
| Name | Remarks |
|---|---|
| BonesToPrune | The list of bones to remove. |
| Options | The options to set for the pruning algorithm. |
| Profile | The skin weight profile to prune the bones from. |