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| Name | FAnimNodePoseWatch |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/PoseWatchRenderData.h |
| Include Path | #include "Engine/PoseWatchRenderData.h" |
Syntax
struct FAnimNodePoseWatch
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAnimNodePoseWatch() |
Engine/PoseWatchRenderData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NodeID | int32 | Engine/PoseWatchRenderData.h | ||
| Object | const UObject * | Object (anim instance) that this pose came from. | Engine/PoseWatchRenderData.h | |
| PoseWatch | UPoseWatch * | Engine/PoseWatchRenderData.h | ||
| PoseWatchPoseElement | UPoseWatchPoseElement * | Engine/PoseWatchRenderData.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneColor | FLinearColor | Mirrored properties updated on CopyPoseWatchData. | Engine/PoseWatchRenderData.h | |
| BoneTransforms | TArray< FTransform > | Engine/PoseWatchRenderData.h | ||
| Curves | FBlendedHeapCurve | Engine/PoseWatchRenderData.h | ||
| MeshAttributes | UE::Anim::FMeshAttributeContainer | Engine/PoseWatchRenderData.h | ||
| ParentIndices | TArray< int32 > | Engine/PoseWatchRenderData.h | ||
| RequiredBones | TArray< FBoneIndexType > | Engine/PoseWatchRenderData.h | ||
| ViewportMaskAllowedList | TArray< int32 > | Engine/PoseWatchRenderData.h | ||
| ViewportOffset | FVector | Engine/PoseWatchRenderData.h | ||
| WorldTransform | FTransform | Engine/PoseWatchRenderData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyPoseWatchData
(
const FReferenceSkeleton& RefSkeleton |
Take a snapshot of the pose watch properties that this struct represents to be used when drawing the debug skeleton | Engine/PoseWatchRenderData.h | |
const UE::Anim::FMeshAttributeContainer & GetAttributes() |
Engine/PoseWatchRenderData.h | ||
FLinearColor GetBoneColor() |
Engine/PoseWatchRenderData.h | ||
const TArray< FTransform > & GetBoneTransforms() |
Engine/PoseWatchRenderData.h | ||
const FBlendedHeapCurve & GetCurves() |
Engine/PoseWatchRenderData.h | ||
const TArray< int32 > & GetParentIndices() |
Engine/PoseWatchRenderData.h | ||
const TArray< FBoneIndexType > & GetRequiredBones() |
Engine/PoseWatchRenderData.h | ||
const TArray< int32 > & GetViewportAllowList() |
Engine/PoseWatchRenderData.h | ||
FVector GetViewportOffset() |
Engine/PoseWatchRenderData.h | ||
const FTransform & GetWorldTransform() |
Engine/PoseWatchRenderData.h | ||
bool IsValid() |
Engine/PoseWatchRenderData.h | ||
void SetAttributes
(
UE::Anim::FMeshAttributeContainer& InAttributes |
Moves Attributes out of InAttributes | Engine/PoseWatchRenderData.h | |
void SetCurves
(
const FBlendedCurve& InCurves |
Engine/PoseWatchRenderData.h | ||
| Engine/PoseWatchRenderData.h | |||
void SetWorldTransform
(
const FTransform& InWorldTransform |
Engine/PoseWatchRenderData.h |