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| Name | FBoneSocketTarget |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/BoneSocketReference.h |
| Include Path | #include "Animation/BoneSocketReference.h" |
Syntax
USTRUCT ()
struct FBoneSocketTarget
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBoneSocketTarget
(
FName InName, |
Animation/BoneSocketReference.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneReference | FBoneReference | Animation/BoneSocketReference.h |
|
|
| bUseSocket | bool | Animation/BoneSocketReference.h |
|
|
| SocketReference | FSocketReference | Animation/BoneSocketReference.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCompactPoseBoneIndex GetCompactPoseBoneIndex() |
This will return the compact pose bone index that matters if you're using socket, it will return socket's related joint's compact pose index | Animation/BoneSocketReference.h | |
FName GetTargetSetup() |
Animation/BoneSocketReference.h | ||
FTransform GetTargetTransform
(
const FVector& TargetOffset, |
Get Target Transform from current incoming pose | Animation/BoneSocketReference.h | |
FTransform GetTargetTransform
(
const FTransform& TargetOffset, |
Animation/BoneSocketReference.h | ||
bool HasTargetSetup() |
Animation/BoneSocketReference.h | ||
bool HasValidSetup() |
Return true if valid. Otherwise return false | Animation/BoneSocketReference.h | |
void Initialize
(
const FAnimInstanceProxy* InAnimInstanceProxy |
Initialize Bone Reference, return TRUE if success, otherwise, return false | Animation/BoneSocketReference.h | |
void InitializeBoneReferences
(
const FBoneContainer& RequiredBones |
Animation/BoneSocketReference.h | ||
bool IsValidToEvaluate
(
const FBoneContainer& RequiredBones |
Return true if valid. Otherwise return false | Animation/BoneSocketReference.h |