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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UMirrorDataTable
Description
Finds the "best matching" mirrored bone across the specified axis. Priority is given to bones with the mirrored name, falling back to spatial proximity if no mirrored bone is found using the naming rules.
When falling back to proximity, bones within the SearchThreshold distance are considered coincident and a fuzzy string comparison is used to find the most likely bone that matches the input bone.
NOTE: The naming scheme assumes a mirror axis of X (Left/Right). Naming rules for other axes are not supported.
| Name | FindBestMirroredBone |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/MirrorDataTable.h |
| Include Path | #include "Animation/MirrorDataTable.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Animation/MirrorDataTable.cpp |
static FName FindBestMirroredBone
(
const FName InBoneName,
const FReferenceSkeleton & InRefSkeleton,
EAxis::Type InMirrorAxis,
const float SearchThreshold
)
The "best match" mirrored bone
Parameters
| Name | Remarks |
|---|---|
| InBoneName | The input bone for which you want to find the mirrored equivalent |
| InRefSkeleton | The reference skeleton used to find bone names and their spatial relationships (in ref pose) |
| InMirrorAxis | The axis to cross when searching for a mirrored bone |
| SearchThreshold | The distance in Unreal units to consider when trying to "tie-break" coincident bones |