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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FAnimationRuntime
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void CreateMaskWeights
(
TArray< FPerBoneBlendWeight >& BoneBlendWeights, |
Create Mask Weight for skeleton joints, not per mesh or per required bones You'll have to filter properly with correct mesh joint or required bones The depth should not change based on LOD or mesh or skeleton They still should contain same depth | AnimationRuntime.h | |
static void CreateMaskWeights
(
TArray< FPerBoneBlendWeight >& BoneBlendWeights, |
Create Mask Weight for skeleton joints, not per mesh or per required bones Individual alphas are read from a BlendProfile using a BlendMask mode | AnimationRuntime.h |
CreateMaskWeights(TArray< FPerBoneBlendWeight > &, const TArray< FInputBlendPose > &, const USkeleton *)
Description
Create Mask Weight for skeleton joints, not per mesh or per required bones You'll have to filter properly with correct mesh joint or required bones The depth should not change based on LOD or mesh or skeleton They still should contain same depth
| Name | CreateMaskWeights |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/AnimationRuntime.h |
| Include Path | #include "AnimationRuntime.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp |
static void CreateMaskWeights
(
TArray < FPerBoneBlendWeight > & BoneBlendWeights,
const TArray < FInputBlendPose > & BlendFilters,
const USkeleton * Skeleton
)
CreateMaskWeights(TArray< FPerBoneBlendWeight > &, const TArray< class UBlendProfile > &, const USkeleton )
Description
Create Mask Weight for skeleton joints, not per mesh or per required bones Individual alphas are read from a BlendProfile using a BlendMask mode
| Name | CreateMaskWeights |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/AnimationRuntime.h |
| Include Path | #include "AnimationRuntime.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp |
static void CreateMaskWeights
(
TArray < FPerBoneBlendWeight > & BoneBlendWeights,
const TArray < class UBlendProfile * > & BlendMasks,
const USkeleton * Skeleton
)