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| Name | FBoneReference |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/BoneReference.h |
| Include Path | #include "Animation/BoneReference.h" |
Syntax
USTRUCT ()
struct FBoneReference
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Animation/BoneReference.h | |||
FBoneReference
(
const FName& InBoneName |
Animation/BoneReference.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneIndex | int32 | Cached bone index for run time - right now bone index of skeleton | Animation/BoneReference.h | |
| BoneName | FName | Name of bone to control. This is the main bone chain to modify from. | Animation/BoneReference.h |
|
| bUseSkeletonIndex | uint32 | Change this to Bitfield if we have more than one bool This specifies whether or not this indices is mesh or skeleton | Animation/BoneReference.h | |
| CachedCompactPoseIndex | FCompactPoseBoneIndex | Animation/BoneReference.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCompactPoseBoneIndex GetCompactPoseIndex
(
const FBoneContainer& RequiredBones |
Animation/BoneReference.h | ||
FMeshPoseBoneIndex GetMeshPoseIndex
(
const FBoneContainer& RequiredBones |
Animation/BoneReference.h | ||
FSkeletonPoseBoneIndex GetSkeletonPoseIndex
(
const FBoneContainer& RequiredBones |
Animation/BoneReference.h | ||
bool HasValidSetup() |
Return true if it has valid set up | Animation/BoneReference.h | |
bool Initialize
(
const FBoneContainer& RequiredBones |
Initialize Bone Reference, return TRUE if success, otherwise, return false | Animation/BoneReference.h | |
bool Initialize
(
const USkeleton* Skeleton |
Only used by blendspace 'PerBoneBlend'. | Animation/BoneReference.h | |
void InvalidateCachedBoneIndex() |
Animation/BoneReference.h | ||
bool IsValidToEvaluate () |
Return true if has valid compact index. This will return invalid if you're using skeleton index | Animation/BoneReference.h | |
bool IsValidToEvaluate
(
const FBoneContainer& RequiredBones |
Return true if has valid index, and required bones contain it | Animation/BoneReference.h | |
void Reset() |
Reset this container to default state | Animation/BoneReference.h | |
bool Serialize
(
FArchive& Ar |
Animation/BoneReference.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FBoneReference& Other |
Animation/BoneReference.h | ||
bool operator==
(
const FBoneReference& Other |
Animation/BoneReference.h |