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A skeleton binding specifies how a skeleton binds to a template. A binding asset specifies which named attributes bones map to and it can override the named sets/mappings from the source template as needed for that skeleton.
| Name | USkeletonBinding |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Animation/SkeletonTemplateFramework/Source/Runtime/Public/SkeletonTemplateFramework/SkeletonBinding.h |
| Include Path | #include "SkeletonTemplateFramework/SkeletonBinding.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class USkeletonBinding : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USkeletonBinding
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkeletonBinding
(
const FObjectInitializer& ObjectInitializer |
SkeletonTemplateFramework/SkeletonBinding.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| SkeletonTemplateFramework/SkeletonBinding.h | |||
| SkeletonTemplateFramework/SkeletonBinding.h | |||
const FSkeletonAttributeBinding *const FindAttributeBinding
(
const FName BindingAttributeName |
SkeletonTemplateFramework/SkeletonBinding.h | ||
const FSkeletonNamedAttribute *const FindNamedAttribute
(
const FName AttributeName |
SkeletonTemplateFramework/SkeletonBinding.h | ||
const FSkeletonNamedAttributeMapping *const FindNamedAttributeMapping
(
const FName AttributeMappingName |
SkeletonTemplateFramework/SkeletonBinding.h | ||
| SkeletonTemplateFramework/SkeletonBinding.h | |||
const TArray< FSkeletonNamedAttributeMapping > & GetNamedAttributeMappings() |
SkeletonTemplateFramework/SkeletonBinding.h | ||
const TArray< FSkeletonNamedAttribute > & GetNamedAttributes() |
SkeletonTemplateFramework/SkeletonBinding.h | ||
const TArray< FSkeletonNamedAttributeSet > & GetNamedAttributeSets() |
SkeletonTemplateFramework/SkeletonBinding.h | ||
TObjectPtr< USkeleton > GetSkeleton() |
SkeletonTemplateFramework/SkeletonBinding.h | ||
TObjectPtr< USkeletonTemplate > GetSkeletonTemplate() |
SkeletonTemplateFramework/SkeletonBinding.h | ||
TArray< FSkeletonNamedAttribute > GetUnboundSchemaNamedAttributes() |
Returns the array containing all schema named attributes that are not currently bound. | SkeletonTemplateFramework/SkeletonBinding.h | |
bool InitializeFrom
(
const TObjectPtr< USkeletonTemplate > InTemplate, |
Sets up the named attributes using the provided template. | SkeletonTemplateFramework/SkeletonBinding.h | |
| SkeletonTemplateFramework/SkeletonBinding.h | |||
bool UnbindBindingNamedAttribute
(
const FName BindingAttributeName |
SkeletonTemplateFramework/SkeletonBinding.h | ||
bool UnbindTemplateNamedAttribute
(
const FName TemplateAttributeName |
SkeletonTemplateFramework/SkeletonBinding.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletonNamedAttributeMappingEntry CreateDefaultMappingEntry
(
const FSkeletonNamedAttributeMapping& AttributeMapping, |
SkeletonTemplateFramework/SkeletonBinding.h | ||
int32 FindAttributeBindingIndex
(
const FName BindingAttributeName |
SkeletonTemplateFramework/SkeletonBinding.h | ||
FSkeletonNamedAttributeSet * FindMutableNamedAttributeSet
(
const FName AttributeSetName |
SkeletonTemplateFramework/SkeletonBinding.h |