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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/USkinnedMeshComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h |
| Include | #include "Components/SkinnedMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/SkinnedMeshComponent.cpp |
void TransformToBoneSpace
&40;
FName BoneName,
FVector InPosition,
FRotator InRotation,
FVector & OutPosition,
FRotator & OutRotation
&41; const
Remarks
Transform a location/rotation from world space to bone relative space. This is handy if you know the location in world space for a bone attachment, as AttachComponent takes location/rotation in bone-relative space.
Parameters
| Name | Description |
|---|---|
| BoneName | Name of bone |
| InPosition | Input position |
| InRotation | Input rotation |
| OutPosition | (out) Transformed position |
| OutRotation | (out) Transformed rotation |