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API > API/Plugins > API/Plugins/RelativeBodyAnimInfo
Baked relative body anim-notify storing all body relationships in single notify at anim start
| Name | URelativeBodyBakeAnimNotify |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Animation/RelativeIKOp/Source/RelativeBodyAnimInfo/Public/RelativeBodyAnimNotifies.h |
| Include Path | #include "RelativeBodyAnimNotifies.h" |
Syntax
UCLASS ()
class URelativeBodyBakeAnimNotify : public URelativeBodyAnimNotifyBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAnimNotify → URelativeBodyAnimNotifyBase → URelativeBodyBakeAnimNotify
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBodyPairsIsParentDominates | TArray< bool > | RelativeBodyAnimNotifies.h |
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| BodyPairs | TArray< FName > | RelativeBodyAnimNotifies.h |
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| BodyPairsLocalReference | TArray< FVector3f > | RelativeBodyAnimNotifies.h |
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| BodyPairsSampleTime | TArray< float > | RelativeBodyAnimNotifies.h |
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| NumSamples | int | RelativeBodyAnimNotifies.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Notify
(
USkeletalMeshComponent* MeshComp, |
RelativeBodyAnimNotifies.h | ||
void OnRelativeBodyDenseNotify
(
USkeletalMeshComponent* MeshComp, |
TODO: Use physics asset (possibly from override) instead of mesh component? | RelativeBodyAnimNotifies.h |
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