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API > API/Runtime > API/Runtime/GeometryCore > API/Runtime/GeometryCore/DynamicMesh > API/Runtime/GeometryCore/DynamicMesh/FMeshBones
References
| Module | GeometryCore |
| Header | /Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/MeshBones.h |
| Include | #include "DynamicMesh/MeshBones.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Private/DynamicMesh/MeshBones.cpp |
static bool GetBonesInIncreasingOrder
&40;
const FDynamicMesh3 & Mesh,
TArray< FName > & BoneNames,
TArray< int32 > & BoneParentIdx,
TArray< FTransform > & BonePose,
bool & bOrderChanged
&41;
Remarks
Create bone data arrays that can be used to create a FReferenceSkeleton.
the order of the bones in the output arrays might be different than the order of the bones in the mesh bone attribute. The reference skeleton expects the parent bone to always have a lower index than the children. This doesn't have to be true for dynamic mesh bone attributes. You can use TDynamicVertexSkinWeightsAttribute::ReindexBoneIndicesToSkeleton method to reindex the skinning weights if the order changed (bOutOrderChanged == true). false if the dynamic mesh has no bone attributes
Parameters
| Name | Description |
|---|---|
| bOrderChanged | true, if the order of the bones in the output data arrays is different than the order in the mesh bone attribute |