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Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid.
| Name | FReferenceSkeletonModifier |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/ReferenceSkeleton.h |
| Include Path | #include "ReferenceSkeleton.h" |
Syntax
struct FReferenceSkeletonModifier
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FReferenceSkeletonModifier
(
USkeleton* InSkeleton |
ReferenceSkeleton.h | ||
FReferenceSkeletonModifier
(
FReferenceSkeleton& InRefSkel, |
ReferenceSkeleton.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FReferenceSkeletonModifier() |
ReferenceSkeleton.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| RefSkeleton | FReferenceSkeleton & | ReferenceSkeleton.h | ||
| Skeleton | const USkeleton * | ReferenceSkeleton.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Add
(
const FMeshBoneInfo& BoneInfo, |
Add a new bone. BoneName must not already exist! ParentIndex must be valid. | ReferenceSkeleton.h | |
int32 FindBoneIndex
(
const FName& BoneName |
Find Bone Index from BoneName. Precache as much as possible in speed critical sections! | ReferenceSkeleton.h | |
const TArray< FMeshBoneInfo > & GetRefBoneInfo() |
Accessor to private data. Const so it can't be changed recklessly. | ReferenceSkeleton.h | |
const FReferenceSkeleton & GetReferenceSkeleton() |
ReferenceSkeleton.h | ||
void Remove
(
const FName& BoneName, |
Remove a bone. BoneName must be valid. | ReferenceSkeleton.h | |
| Rename a bone. InOldName must be valid and InNewName not already a bone name. | ReferenceSkeleton.h | ||
| Change bone's parent. InBoneName must be valid and InParentName can be Name_NONE to unparent. | ReferenceSkeleton.h | ||
void UpdateRefPoseTransform
(
const int32 BoneIndex, |
Update the reference pose transform of the specified bone. | ReferenceSkeleton.h |