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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Animation/BoneReference.h |
| Include | #include "Animation/BoneReference.h" |
Syntax
USTRUCT ()
struct FBoneReference
Variables
| Type | Name | Description | |
|---|---|---|---|
| int32: 31 | BoneIndex | Cached bone index for run time - right now bone index of skeleton | |
| FName | BoneName | Name of bone to control. This is the main bone chain to modify from. | |
| 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 | |
| FCompactPoseBoneIndex | CachedCompactPoseIndex |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FBoneReference
(
const FName& InBoneName |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FCompactPoseBoneIndex | GetCompactPoseIndex
(
const FBoneContainer& RequiredBones |
||
| FMeshPoseBoneIndex | GetMeshPoseIndex
(
const FBoneContainer& RequiredBones |
||
| FSkeletonPoseBoneIndex | GetSkeletonPoseIndex
(
const FBoneContainer& RequiredBones |
||
| bool | Return true if it has valid set up | ||
| bool | Initialize
(
const FBoneContainer& RequiredBones |
Initialize Bone Reference, return TRUE if success, otherwise, return false | |
| bool | Initialize
(
const USkeleton* Skeleton |
Only used by blendspace 'PerBoneBlend'. | |
| void | |||
| bool | Return true if has valid compact index. This will return invalid if you're using skeleton index | ||
| bool | IsValidToEvaluate
(
const FBoneContainer& RequiredBones |
Return true if has valid index, and required bones contain it | |
| void | Reset () |
Reset this container to default state | |
| bool |
Operators
| Type | Name | Description | |
|---|---|---|---|
| bool | operator!=
(
const FBoneReference& Other |
||
| bool | operator==
(
const FBoneReference& Other |