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API > API/Plugins > API/Plugins/UAF
| Name | TReferencePose |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/UAF/UAF/Source/UAF/Public/ReferencePose.h |
| Include Path | #include "ReferencePose.h" |
Syntax
template<typename AllocatorType, typename SetAllocator>
struct TReferencePose
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TReferencePose() |
ReferencePose.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| RootBoneIndex | FBoneIndexType | ReferencePose.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneNameToLODBoneIndexMap | TMap< FName, FBoneIndexType, SetAllocator > | Mapping of bone names to LOD Bone Indices. | ReferencePose.h | |
| CurveFlags | UE::Anim::FBulkCurveFlags | Curves of interest (material/morph target) | ReferencePose.h | |
| GenerationFlags | EReferencePoseGenerationFlags | ReferencePose.h | ||
| LODBoneIndexToMeshBoneIndexMapPerLOD | TArray< TArray< FBoneIndexType, AllocatorType >, AllocatorType > | A mapping of LOD sorted bone indices to skeletal mesh indices per LOD Each list of bone indices is a mapping of: LODSortedBoneIndex -> SkeletalMeshBoneIndex When fast path is enabled, we have a single LOD entry that we truncate to the number of bones for each LOD | ReferencePose.h | |
| LODBoneIndexToParentLODBoneIndexMapPerLOD | TArray< TArray< FBoneIndexType, AllocatorType >, AllocatorType > | A mapping of LOD sorted bone indices to their parent LOD sorted bone indices per LOD Each list of bone indices is a mapping of: LODSortedBoneIndex -> LODSortedBoneIndex When fast path is enabled, we have a single LOD entry that we truncate to the number of bones for each LOD | ReferencePose.h | |
| LODBoneIndexToSkeletonBoneIndexMapPerLOD | TArray< TArray< FBoneIndexType, AllocatorType >, AllocatorType > | A mapping of LOD sorted bone indices to skeleton indices per LOD Each list of bone indices is a mapping of: LODSortedBoneIndex -> SkeletonBoneIndex When fast path is enabled, we have a single LOD entry that we truncate to the number of bones for each LOD | ReferencePose.h | |
| LODNumBones | TArray< int32, AllocatorType > | Number of bones for each LOD. | ReferencePose.h | |
| MeshBoneIndexToLODBoneIndexMap | TArray< FBoneIndexType, AllocatorType > | List of pose bone indices by mesh bone index List of bone indices is a mapping of: SkeletalMeshBoneIndex -> LODSortedBoneIndex Size of the map equals the number of mesh bones. | ReferencePose.h | |
| MeshBoneIndexToParentMeshBoneIndexMap | TArray< FBoneIndexType, AllocatorType > | Mapping of mesh bone indices to mesh parent indices for each bone. | ReferencePose.h | |
| ReferenceLocalTransforms | TTransformArray< AllocatorType > | Transform array of our bind pose sorted by LOD, allows us to truncate the array for a specific LOD Higher LOD come first | ReferencePose.h | |
| SkeletalMesh | TWeakObjectPtr< const USkeletalMesh > | ReferencePose.h | ||
| SkeletalMeshComponent | TWeakObjectPtr< const USkeletalMeshComponent > | ReferencePose.h | ||
| Skeleton | TWeakObjectPtr< const USkeleton > | ReferencePose.h | ||
| SkeletonBoneIndexToLODBoneIndexMap | TArray< FBoneIndexType, AllocatorType > | List of skeleton bone indices Each list of skeleton bone indices is a mapping of: SkeletonBoneIndex -> LODSortedBoneIndex Size of the map equals the number of mesh bones. | ReferencePose.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBoneIndexType FindLODBoneIndexFromBoneName
(
FName BoneName |
Query to find a LODBoneIndex for an associated BoneName Returns INDEX_NONE if no bone found for a given name | ReferencePose.h | |
| ReferencePose.h | |||
int32 GetLODBoneIndexFromMeshBoneIndex
(
int32 MeshBoneIndex |
Translate a skeletal mesh bone index to a pose bone index. | ReferencePose.h | |
int32 GetLODBoneIndexFromSkeletonBoneIndex
(
int32 SkeletionBoneIndex |
ReferencePose.h | ||
const TArrayView< const FBoneIndexType > GetLODBoneIndexToMeshBoneIndexMap
(
int32 LODLevel |
Returns a list of LOD sorted skeletal mesh bone indices, a mapping of: LODSortedBoneIndex -> SkeletalMeshBoneIndex. | ReferencePose.h | |
const TArrayView< const FBoneIndexType > GetLODBoneIndexToParentLODBoneIndexMap
(
int32 LODLevel |
Returns a list of LOD sorted parent bone indices, a mapping of: LODSortedBoneIndex -> LODSortedBoneIndex. | ReferencePose.h | |
const TArrayView< const FBoneIndexType > GetLODBoneIndexToSkeletonBoneIndexMap
(
int32 LODLevel |
Returns a list of LOD sorted skeleton bone indices, a mapping of: LODSortedBoneIndex -> SkeletonBoneIndex. | ReferencePose.h | |
int32 GetLODParentBoneIndex
(
int32 LODLevel, |
ReferencePose.h | ||
int32 GetMeshBoneIndexFromLODBoneIndex
(
int32 LODBoneIndex |
ReferencePose.h | ||
const TArrayView< const FBoneIndexType > GetMeshBoneIndexToLODBoneIndexMap() |
Return a list of LOD bone indices, a mapping of: SkeletalMeshBoneIndex -> LODSortedBoneIndex. | ReferencePose.h | |
TConstArrayView< FBoneIndexType > GetMeshBoneIndexToParentMeshBoneIndexMap() |
Returns a mapping of mesh bone indices to mesh parent indices for each bone. | ReferencePose.h | |
int32 GetNumBonesForLOD
(
int32 LODLevel |
ReferencePose.h | ||
const FQuat GetRefPoseRotation
(
int32 LODBoneIndex |
ReferencePose.h | ||
const FVector GetRefPoseScale3D
(
int32 LODBoneIndex |
ReferencePose.h | ||
FTransform GetRefPoseTransform
(
int32 LODBoneIndex |
ReferencePose.h | ||
const FVector GetRefPoseTranslation
(
int32 LODBoneIndex |
ReferencePose.h | ||
const USkeletalMesh * GetSkeletalMeshAsset() |
ReferencePose.h | ||
const USkeleton * GetSkeletonAsset() |
ReferencePose.h | ||
int32 GetSkeletonBoneIndexFromLODBoneIndex
(
int32 LODBoneIndex |
Returns the corresponding Skeleron Bone Index to a LOD Bone Index. | ReferencePose.h | |
const TArrayView< const FBoneIndexType > GetSkeletonBoneIndexToLODBoneIndexMap() |
Returns a list of LOD bone indices, a mapping of: SkeletonBoneIndex -> LODSortedBoneIndex. | ReferencePose.h | |
int32 GetSourceLODLevel () |
Get the LOD level of the 'source' of this pose. | ReferencePose.h | |
void Initialize
(
const FReferenceSkeleton& RefSkeleton, |
ReferencePose.h | ||
bool IsBoneEnabled
(
int32 BoneIndex, |
ReferencePose.h | ||
bool IsFastPath() |
ReferencePose.h | ||
bool IsValid() |
ReferencePose.h |