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The results of auto characterizing an input skeletal mesh
| Name | FAutoCharacterizeResults |
| Type | struct |
| Header File | /Engine/Plugins/Animation/IKRig/Source/IKRigEditor/Public/RigEditor/IKRigAutoCharacterizer.h |
| Include Path | #include "RigEditor/IKRigAutoCharacterizer.h" |
Syntax
struct FAutoCharacterizeResults
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoRetargetDefinition | FAutoRetargetDefinition | The pelvis and a list of bone chains | RigEditor/IKRigAutoCharacterizer.h | |
| BestNumMatchingBones | int32 | The number of bones that matched | RigEditor/IKRigAutoCharacterizer.h | |
| BestPercentageOfTemplateScore | float | The score of how closely the template matched the input skeleton (0-1) | RigEditor/IKRigAutoCharacterizer.h | |
| BestTemplateName | FName | The template that most closely matched with the input skeleton | RigEditor/IKRigAutoCharacterizer.h | |
| BonesWithMissingParent | TArray< FName > | Bones that do not have the same parent as the equivalent in the template | RigEditor/IKRigAutoCharacterizer.h | |
| bUsedTemplate | bool | Did the auto characterizer use a template or procedurally generate the retarget definition? | RigEditor/IKRigAutoCharacterizer.h | |
| ExpandedChains | TMap< FName, int32 > | Number of bones we extended the spine/neck chains beyond what the template provides | RigEditor/IKRigAutoCharacterizer.h | |
| MissingBones | TArray< FName > | Bones that were in the template, but not found in the input | RigEditor/IKRigAutoCharacterizer.h |