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We have a plan to support skeletal hierarchy. When that happens, we'd like to keep skeleton indexing.
| Name | FTrackToSkeletonMap |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/AnimTypes.h |
| Include Path | #include "Animation/AnimTypes.h" |
Syntax
USTRUCT ()
struct FTrackToSkeletonMap
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Animation/AnimTypes.h | |||
FTrackToSkeletonMap
(
int32 InBoneTreeIndex |
Animation/AnimTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneTreeIndex | int32 | Index of Skeleton.BoneTree this Track belongs to. | Animation/AnimTypes.h |