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Unreal Engine C++ API Reference > Runtime > Engine > Animation
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Animation/BoneReference.h |
Include | #include "Animation/BoneReference.h" |
Syntax
struct FBoneReference
Variables
Type | Name | Description | |
---|---|---|---|
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int32: 31 | BoneIndex | Cached bone index for run time - right now bone index of skeleton |
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FName | BoneName | Name of bone to control. This is the main bone chain to modify from. |
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uint32: 1 | bUseSkeletonIndex | Change this to Bitfield if we have more than one bool This specifies whether or not this indices is mesh or skeleton |
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FCompactPoseBoneIndex | CachedCompactPoseIndex |
Constructors
Type | Name | Description | |
---|---|---|---|
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FBoneReference
(
const FName& InBoneName |
Functions
Type | Name | Description | |
---|---|---|---|
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FCompactPoseBoneIndex | GetCompactPoseIndex
(
const FBoneContainer& RequiredBones |
|
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FMeshPoseBoneIndex | GetMeshPoseIndex
(
const FBoneContainer& RequiredBones |
|
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FSkeletonPoseBoneIndex | GetSkeletonPoseIndex
(
const FBoneContainer& RequiredBones |
|
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bool | Return true if it has valid set up | |
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bool | Initialize
(
const FBoneContainer& RequiredBones |
Initialize Bone Reference, return TRUE if success, otherwise, return false |
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bool | Initialize
(
const USkeleton* Skeleton |
Only used by blendspace 'PerBoneBlend'. |
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void | ||
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bool | Return true if has valid compact index. This will return invalid if you're using skeleton index | |
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bool | IsValidToEvaluate
(
const FBoneContainer& RequiredBones |
Return true if has valid index, and required bones contain it |
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void | Reset () |
Reset this container to default state |
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bool |
Operators
Type | Name | Description | |
---|---|---|---|
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bool | operator!=
(
const FBoneReference& Other |
|
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bool | operator==
(
const FBoneReference& Other |