Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Animation > FAnimInstanceProxy
- FAnimInstanceProxy::CacheBones()
- FIKRetargetAnimInstanceProxy::CacheBones()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Animation/AnimInstanceProxy.h |
Include | #include "Animation/AnimInstanceProxy.h" |
Source | /Engine/Source/Runtime/Engine/Private/Animation/AnimInstanceProxy.cpp |
virtual void CacheBones&40;&41;
Remarks
Cache bones override point. You should call CacheBones on any nodes that need it here. bBoneCachesInvalidated is used to only perform this when needed (e.g. when a LOD changes), as it is usually an expensive operation.