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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/ReferenceSkeleton.h |
Include | #include "ReferenceSkeleton.h" |
Syntax
struct FReferenceSkeleton
Remarks
Reference Skeleton
Variables
Type | Name | Description | |
---|---|---|---|
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friend | FReferenceSkeletonModifier |
Constructors
Type | Name | Description | |
---|---|---|---|
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FReferenceSkeleton
(
bool bInOnlyOneRootAllowed |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | BoneIsChildOf
(
const int32 ChildBoneIndex, |
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void | Empty
(
int32 Size |
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void | EnsureParentsExist
(
TArray< FBoneIndexType >& InOutBoneSortedArray |
Ensure parent exists in the given input sorted array. |
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void | EnsureParentsExistAndSort
(
TArray< FBoneIndexType >& InOutBoneUnsortedArray |
Ensure parent exists in the given input array. |
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int32 | FindBoneIndex
(
const FName& BoneName |
Find Bone Index from BoneName. |
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int32 | FindRawBoneIndex
(
const FName& BoneName |
Find Bone Index from BoneName. |
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FName | GetBoneName
(
const int32 BoneIndex |
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SIZE_T | GetDataSize () |
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int32 | GetDepthBetweenBones
(
const int32 BoneIndex, |
Returns # of Depth from BoneIndex to ParentBoneIndex This will return 0 if BoneIndex == ParentBoneIndex; This will return -1 if BoneIndex isn't child of ParentBoneIndex |
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int32 | GetDirectChildBones
(
int32 ParentBoneIndex, |
Very slow search function for all children |
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int32 | GetNum () |
Returns number of bones in Skeleton. |
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int32 | GetParentIndex
(
const int32 BoneIndex |
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int32 | Returns number of raw bones in Skeleton. These are the original bones of the asset | |
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int32 | GetRawDirectChildBones
(
int32 ParentBoneIndex, |
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const TMap< FName, int32 > & | ||
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int32 | GetRawParentIndex
(
const int32 BoneIndex |
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const TArray< FMeshBoneInfo > & | Accessor to private data. Raw relates to original asset. Const so it can't be changed recklessly. | |
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TArray< FName > | Returns an array of raw bone names. | |
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const TArray< FTransform > & | Accessor to private data. Raw relates to original asset. Const so it can't be changed recklessly. | |
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const TArray< FMeshBoneInfo > & | Accessor to private data. | |
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const TArray< FTransform > & | Accessor to private data. | |
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const TArray< FBoneIndexType > & | ||
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const TArray< FVirtualBoneRefData > & | ||
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bool | IsValidIndex
(
int32 Index |
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bool | IsValidRawIndex
(
int32 Index |
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void | ||
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void | RebuildRefSkeleton
(
const USkeleton* Skeleton, |
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TArray< int32 > | RemoveBonesByName
(
USkeleton* Skeleton, |
Removes the supplied bones from the skeleton, unless they have children that aren't also going to be removed |
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void | RemoveDuplicateBones
(
const UObject* Requester, |