Navigation
API > API/Plugins > API/Plugins/IKRigEditor
An abstract representation of a skeleton including just their names and hierarchy
| Name | FAbstractHierarchy |
| Type | struct |
| Header File | /Engine/Plugins/Animation/IKRig/Source/IKRigEditor/Public/RigEditor/IKRigAutoCharacterizer.h |
| Include Path | #include "RigEditor/IKRigAutoCharacterizer.h" |
Syntax
struct FAbstractHierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAbstractHierarchy
(
USkeletalMesh* InMesh |
RigEditor/IKRigAutoCharacterizer.h | ||
FAbstractHierarchy
(
const TArray< FName >& InBones, |
RigEditor/IKRigAutoCharacterizer.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CleanBoneNames | TArray< FName > | RigEditor/IKRigAutoCharacterizer.h | ||
| FullBoneNames | TArray< FName > | RigEditor/IKRigAutoCharacterizer.h | ||
| ParentIndices | TArray< int32 > | RigEditor/IKRigAutoCharacterizer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Compare
(
const FAbstractHierarchy& OtherHierarchy, |
Returns an integer score representing the number of bones in Other matching this OutMissingBones will contain the names of all bones in the template that were not found in the input OutBonesWithDifferentParent will contain the names of all bones in the input that have a different parent in the template | RigEditor/IKRigAutoCharacterizer.h | |
void FindBonesNotInOther
(
const FAbstractHierarchy& OtherHierarchy, |
Return a list of all bones in this hierarchy that are NOT in OtherHierarchy | RigEditor/IKRigAutoCharacterizer.h | |
int32 GetBoneIndex
(
const FName BoneName, |
Get the index from the name | RigEditor/IKRigAutoCharacterizer.h | |
FName GetBoneName
(
const int32 BoneIndex, |
Get the name of a bone from it's index | RigEditor/IKRigAutoCharacterizer.h | |
const TArray< FName > & GetBoneNames
(
const ECleanOrFullName NameType |
Read-only access to the full names of the bones | RigEditor/IKRigAutoCharacterizer.h | |
void GetBonesInChain
(
const FName Start, |
Outputs a list of bone names in order from root to leaf that reside between start and end (inclusive) | RigEditor/IKRigAutoCharacterizer.h | |
void GetImmediateChildren
(
const FName& BoneName, |
Get a list of the immediate children of BoneName | RigEditor/IKRigAutoCharacterizer.h | |
int32 GetNumMatchingBones
(
const FAbstractHierarchy& OtherHierarchy |
Return the total number of bones that are also in OtherHierarchy with the same parent | RigEditor/IKRigAutoCharacterizer.h | |
int32 GetParentIndex
(
const FName BoneName, |
Get index of parent bone | RigEditor/IKRigAutoCharacterizer.h | |
bool IsChildOf
(
const FName Parent, |
Returns true if PotentialChild is within the branch under Parent | RigEditor/IKRigAutoCharacterizer.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Returns the largest prefix that is common to ALL names in the input array | RigEditor/IKRigAutoCharacterizer.h |