Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Animation/BoneSocketReference.h |
| Include | #include "Animation/BoneSocketReference.h" |
Syntax
USTRUCT ()
struct FBoneSocketTarget
Variables
| Type | Name | Description | |
|---|---|---|---|
| FBoneReference | BoneReference | ||
| bool | bUseSocket | ||
| FSocketReference | SocketReference |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FBoneSocketTarget
(
FName InName, |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FCompactPoseBoneIndex | This will return the compact pose bone index that matters if you're using socket, it will return socket's related joint's compact pose index | ||
| FName | |||
| FTransform | GetTargetTransform
(
const FVector& TargetOffset, |
Get Target Transform from current incoming pose | |
| FTransform | GetTargetTransform
(
const FTransform& TargetOffset, |
||
| bool | |||
| bool | Return true if valid. Otherwise return false | ||
| void | Initialize
(
const FAnimInstanceProxy* InAnimInstanceProxy |
Initialize Bone Reference, return TRUE if success, otherwise, return false | |
| void | InitializeBoneReferences
(
const FBoneContainer& RequiredBones |
||
| bool | IsValidToEvaluate
(
const FBoneContainer& RequiredBones |
Return true if valid. Otherwise return false |