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Description
Check if a given actor would be a compatible debugging actor. We check this by checking if it uses the same skeletal mesh and whether it uses the same ML Deformer asset. Debugging allows us to copy over the morph weights and pose of a character. But for that to be possible we need to make sure the other actor uses the same skeletal mesh and ML Deformer asset. This method helps us check that easily.
| Name | IsCompatibleDebugActor |
| Type | function |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFramework/Public/MLDeformerModel.h |
| Include Path | #include "MLDeformerModel.h" |
| Source | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFramework/Private/MLDeformerModel.cpp |
virtual bool IsCompatibleDebugActor
(
const AActor * Actor,
UMLDeformerComponent ** OutDebugComponent
) const
Returns true when the provided actor is compatible for debugging, otherwise false is returned.
Parameters
| Name | Remarks |
|---|---|
| Actor | The actor to check compatibility with. |
| OutDebugComponent | A pointer to the ML Deformer component that we would be debugging. Can be set to nullptr to get it ignored. |