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API > API/Runtime > API/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 | |
|---|---|---|---|
| friend | FReferenceSkeletonModifier |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FReferenceSkeleton
(
bool bInOnlyOneRootAllowed |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | BoneIsChildOf
(
const int32 ChildBoneIndex, |
||
| void | Empty
(
int32 Size |
||
| void | EnsureParentsExist
(
TArray< FBoneIndexType >& InOutBoneSortedArray |
Ensure parent exists in the given input sorted array. | |
| void | EnsureParentsExistAndSort
(
TArray< FBoneIndexType >& InOutBoneUnsortedArray |
Ensure parent exists in the given input array. | |
| int32 | FindBoneIndex
(
const FName& BoneName |
Find Bone Index from BoneName. | |
| int32 | FindRawBoneIndex
(
const FName& BoneName |
Find Bone Index from BoneName. | |
| 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 | |
| int32 | GetDirectChildBones
(
int32 ParentBoneIndex, |
Very slow search function for all children | |
| int32 | GetNum () |
Returns number of bones in Skeleton. | |
| int32 | GetParentIndex
(
const int32 BoneIndex |
||
| int32 | Returns number of raw bones in Skeleton. These are the original bones of the asset | ||
| int32 | GetRawDirectChildBones
(
int32 ParentBoneIndex, |
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| const TMap< FName, int32 > & | |||
| int32 | GetRawParentIndex
(
const int32 BoneIndex |
||
| const TArray< FMeshBoneInfo > & | Accessor to private data. Raw relates to original asset. Const so it can't be changed recklessly. | ||
| TArray< FName > | Returns an array of raw bone names. | ||
| const TArray< FTransform > & | Accessor to private data. Raw relates to original asset. Const so it can't be changed recklessly. | ||
| const TArray< FMeshBoneInfo > & | Accessor to private data. | ||
| const TArray< FTransform > & | Accessor to private data. | ||
| const TArray< FBoneIndexType > & | |||
| const TArray< FVirtualBoneRefData > & | |||
| bool | IsValidIndex
(
int32 Index |
||
| bool | IsValidRawIndex
(
int32 Index |
||
| void | |||
| void | RebuildRefSkeleton
(
const USkeleton* Skeleton, |
||
| TArray< int32 > | RemoveBonesByName
(
USkeleton* Skeleton, |
Removes the supplied bones from the skeleton, unless they have children that aren't also going to be removed | |
| void | RemoveDuplicateBones
(
const UObject* Requester, |