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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 FReferenceSkeletonModifier
Remarks
Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid.
Constructors
Type | Name | Description | |
---|---|---|---|
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FReferenceSkeletonModifier
(
USkeleton* InSkeleton |
||
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FReferenceSkeletonModifier
(
FReferenceSkeleton& InRefSkel, |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | Add
(
const FMeshBoneInfo& BoneInfo, |
Add a new bone. BoneName must not already exist! ParentIndex must be valid. |
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int32 | FindBoneIndex
(
const FName& BoneName |
Find Bone Index from BoneName. |
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const TArray< FMeshBoneInfo > & | Accessor to private data. Const so it can't be changed recklessly. | |
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const FReferenceSkeleton & | ||
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void | Remove a bone. BoneName must be valid. | |
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void | Rename a bone. InOldName must be valid and InNewName not already a bone name. | |
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int32 | Change bone's parent. InBoneName must be valid and InParentName can be Name_NONE to unparent. | |
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void | UpdateRefPoseTransform
(
const int32 BoneIndex, |
Update the reference pose transform of the specified bone. |