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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FAnimationRuntime
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void RetargetBoneTransform
(
const USkeleton* SourceSkeleton, |
Retarget a single bone transform, to apply right after extraction. | AnimationRuntime.h | |
static void RetargetBoneTransform
(
const USkeleton* MySkeleton, |
AnimationRuntime.h |
RetargetBoneTransform(const USkeleton *, const FName &, FTransform &, const int32, const FCompactPoseBoneIndex &, const FBoneContainer &, const bool)
Description
Retarget a single bone transform, to apply right after extraction.
| Name | RetargetBoneTransform |
| 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 RetargetBoneTransform
(
const USkeleton * SourceSkeleton,
const FName & RetargetSource,
FTransform & BoneTransform,
const int32 SkeletonBoneIndex,
const FCompactPoseBoneIndex & BoneIndex,
const FBoneContainer & RequiredBones,
const bool bIsBakedAdditive
)
Parameters
| Name | Remarks |
|---|---|
| SourceSkeleton | Skeleton from which this is retargeting |
| RetargetSource | Retarget Source for the retargeting |
| BoneTransform | BoneTransform to read/write from |
| SkeletonBoneIndex | Source Bone Index in SourceSkeleton |
| BoneIndex | Target Bone Index in Bone Transform array |
| RequiredBones | BoneContainer to which this is retargeting |
RetargetBoneTransform(const USkeleton *, const FName &, const TArray< FTransform > &, FTransform &, const int32, const FCompactPoseBoneIndex &, const FBoneContainer &, const bool)
| Name | RetargetBoneTransform |
| 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 RetargetBoneTransform
(
const USkeleton * MySkeleton,
const FName & SourceName,
const TArray < FTransform > & RetargetTransforms,
FTransform & BoneTransform,
const int32 SkeletonBoneIndex,
const FCompactPoseBoneIndex & BoneIndex,
const FBoneContainer & RequiredBones,
const bool bIsBakedAdditive
)