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API > API/Runtime > API/Runtime/AnimationCore
| Name | FNodeHierarchyWithUserData |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimationCore/Public/NodeHierarchy.h |
| Include Path | #include "NodeHierarchy.h" |
Syntax
USTRUCT ()
struct FNodeHierarchyWithUserData
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FNodeHierarchyWithUserData() |
NodeHierarchy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| NodeHierarchy.h | |||
| NodeHierarchy.h | |||
bool Contains
(
const FName InNodeName |
NodeHierarchy.h | ||
void Empty
(
int32 Size |
NodeHierarchy.h | ||
| Get all list of children | NodeHierarchy.h | ||
virtual FTransform & GetGlobalTransform
(
int32 Index |
NodeHierarchy.h | ||
virtual const FTransform & GetGlobalTransform
(
int32 Index |
NodeHierarchy.h | ||
FTransform GetGlobalTransformByName
(
const FName& NodeName |
NodeHierarchy.h | ||
const FNodeHierarchyData & GetHierarchy() |
NodeHierarchy.h | ||
virtual FTransform & GetLocalTransform
(
int32 Index |
NodeHierarchy.h | ||
virtual const FTransform & GetLocalTransform
(
int32 Index |
It's up to your hierarchy to decide what to do with this | NodeHierarchy.h | |
FTransform GetLocalTransformByName
(
const FName& NodeName |
NodeHierarchy.h | ||
const DataType & GetNodeData
(
int32 Index |
NodeHierarchy.h | ||
DataType & GetNodeData
(
int32 Index |
NodeHierarchy.h | ||
int32 GetNodeIndex
(
const FName& InNodeName |
NodeHierarchy.h | ||
FName GetNodeName
(
int32 Index |
NodeHierarchy.h | ||
const TArray< FNodeObject > & GetNodes() |
NodeHierarchy.h | ||
int32 GetNum() |
NodeHierarchy.h | ||
int32 GetParentIndex
(
int32 Index |
NodeHierarchy.h | ||
FName GetParentName
(
const FName& NodeName |
NodeHierarchy.h | ||
FName GetParentName
(
int32 Index |
NodeHierarchy.h | ||
const TArray< FTransform > & GetTransforms () |
NodeHierarchy.h | ||
TArray< FTransform > & GetTransforms () |
NodeHierarchy.h | ||
virtual void Initialize() |
Should initialize all transient data for fast look up | NodeHierarchy.h | |
bool IsValidIndex
(
int32 Index |
NodeHierarchy.h | ||
void Remove
(
const FName& InNodeName |
NodeHierarchy.h | ||
virtual void SetGlobalTransform
(
int32 Index, |
NodeHierarchy.h | ||
void SetGlobalTransformByName
(
const FName& NodeName, |
NodeHierarchy.h | ||
virtual void SetLocalTransform
(
int32 Index, |
NodeHierarchy.h | ||
void SetLocalTransformByName
(
const FName& NodeName, |
NodeHierarchy.h | ||
void SetNodeName
(
int32 Index, |
NodeHierarchy.h | ||
void SetParentName
(
int32 Index, |
NodeHierarchy.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 AddUserDataImpl
(
const void* InData |
NodeHierarchy.h | ||
virtual void EmptyUserData
(
int32 Size |
NodeHierarchy.h | ||
virtual int32 GetNumUserData() |
NodeHierarchy.h | ||
virtual void * GetUserDataImpl
(
int32 Index |
NodeHierarchy.h | ||
virtual const void * GetUserDataImpl
(
int32 Index |
Derived classes can implement this to supply per-node user data | NodeHierarchy.h | |
virtual bool HasUserData() |
NodeHierarchy.h | ||
virtual void RemoveUserData
(
int32 Index |
NodeHierarchy.h |