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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation > API/Runtime/Engine/Animation/USkeleton
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/Skeleton.h |
| Include | #include "Animation/Skeleton.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Animation/Skeleton.cpp |
bool IsCompatibleMesh
&40;
const USkinnedAsset &42; InSkinnedAsset,
bool bDoParentChainCheck
&41; const
Remarks
Indexing naming convention
Since this code has indexing to very two distinct array but it can be confusing so I am making it consistency for naming
First index is SkeletalMesh->RefSkeleton index - I call this RefBoneIndex Second index is BoneTree index in USkeleton - I call this TreeBoneIndex Verify to see if we can match this skeleton with the provided SkinnedAsset.
Returns true
- if bone hierarchy matches (at least needs to have matching parent)
- and if parent chain matches - meaning if bone tree has A->B->C and if ref pose has A->C, it will fail
- and if more than 50 % of bones matches true if animation set can play on supplied SkinnedAsset, false if not.
Parameters
| Name | Description |
|---|---|
| InSkinnedAsset | SkinnedAsset to compare the Skeleton against. |
| bDoParentChainCheck | When true (the default) this method also compares if chains match with the parent. |