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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 MergeBonesToBoneTree
(
const USkinnedAsset * InSkinnedAsset,
const TArray < int32 > & RequiredRefBones,
bool bShowProgress
)
Remarks
Merge Bones (RequiredBones from InSkinnedAsset) to BoneTrees if not exists
Note that this bonetree can't ever clear up because doing so will corrupt all animation data that was imported based on this If nothing exists, it will build new bone tree true if success
Parameters
| Name | Description |
|---|---|
| InSkinnedAsset | : Mesh to build from. |
| RequiredRefBones | : RequiredBones are subset of list of bones (index to InSkinnedAsset->RefSkeleton) Most of cases, you don't like to add all bones to skeleton, so you'll have choice of cull out some |