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TDynamicAttributeBase is a base class for storing per-bone data.
Bone Attributes
| Name | TDynamicBoneAttributeBase |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/DynamicBoneAttribute.h |
| Include Path | #include "DynamicMesh/DynamicBoneAttribute.h" |
| Source | /Engine/Source/Runtime/GeometryCore/Public/DynamicMesh/DynamicMeshAttributeSet.h |
Syntax
template<typename ParentType, typename AttribValueType>
class TDynamicBoneAttributeBase : public UE::Geometry::TDynamicAttributeBase< ParentType >
Inheritance Hierarchy
- TDynamicAttributeBase → TDynamicBoneAttributeBase
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TDynamicBoneAttributeBase
(
ParentType* ParentIn, |
Create an attribute for the given parent and set the number of unintialized values. | DynamicMesh/DynamicBoneAttribute.h | |
| Create an empty attribute. | DynamicMesh/DynamicBoneAttribute.h | ||
TDynamicBoneAttributeBase
(
ParentType* ParentIn, |
Create an attribute for the given parent and number of bones and set all values to the InitialValue. | DynamicMesh/DynamicBoneAttribute.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~TDynamicBoneAttributeBase() |
DynamicMesh/DynamicBoneAttribute.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Append
(
const AttribValueType& InValue |
Add value at the end of the value array. | DynamicMesh/DynamicBoneAttribute.h | |
void Copy
(
const TDynamicBoneAttributeBase< ParentType, AttribValueType >& Copy |
Set this attribute to contain the same arrays as the copy attribute. | DynamicMesh/DynamicBoneAttribute.h | |
const TArray< AttribValueType > & GetAttribValues() |
DynamicMesh/DynamicBoneAttribute.h | ||
const AttribValueType & GetValue
(
const int32 InBoneID |
DynamicMesh/DynamicBoneAttribute.h | ||
void Initialize
(
const int32 InNumBones, |
Resize the array of values to the given max bone number and set all the values to the InitialValue. | DynamicMesh/DynamicBoneAttribute.h | |
bool IsEmpty() |
DynamicMesh/DynamicBoneAttribute.h | ||
bool IsSameAs
(
const TDynamicBoneAttributeBase< FDynamicMesh3, FTransform >& Other |
FTransform doesn't support equality operator. | DynamicMesh/DynamicBoneAttribute.h | |
virtual bool IsSameAs
(
const TDynamicBoneAttributeBase< ParentType, AttribValueType >& Other |
Assumes that the AttribValueType support equality operator. | DynamicMesh/DynamicBoneAttribute.h | |
int32 Num() |
DynamicMesh/DynamicBoneAttribute.h | ||
void Resize
(
const int32 InNumBones |
Resize the array of values to the given max bone number. | DynamicMesh/DynamicBoneAttribute.h | |
void Serialize
(
FArchive& Ar |
Serialization | DynamicMesh/DynamicBoneAttribute.h | |
void SetValue
(
const int32 InBoneID, |
DynamicMesh/DynamicBoneAttribute.h |
Overridden from TDynamicAttributeBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Append
(
const TDynamicAttributeBase< ParentType >& Source, |
Add elements from the Source attribute, using the AppendInfo to determine the range to copy. | DynamicMesh/DynamicBoneAttribute.h | |
virtual void AppendDefaulted
(
const UE::Geometry::FDynamicMesh3::FAppendInfo& AppendInfo |
Add default-valued elements, using the AppendInfo to determine the range to add. | DynamicMesh/DynamicBoneAttribute.h | |
virtual void CompactInPlace
(
const FCompactMaps& CompactMaps |
Compact the attribute in place | DynamicMesh/DynamicBoneAttribute.h | |
virtual bool CopyIn
(
int RawID, |
Generic function to copy data in to an attribute; it's up to the derived class to map RawID to chunks of attribute data | DynamicMesh/DynamicBoneAttribute.h | |
virtual bool CopyOut
(
int RawID, |
Generic function to copy data out of an attribute; it's up to the derived class to map RawID to chunks of attribute data | DynamicMesh/DynamicBoneAttribute.h | |
virtual bool CopyThroughMapping
(
const TDynamicAttributeBase< ParentType >* Source, |
Copy data from a different attribute to this one, using the mesh index mapping to determine the correspondence | DynamicMesh/DynamicBoneAttribute.h | |
virtual SIZE_T GetByteCount() |
DynamicMesh/DynamicBoneAttribute.h | ||
virtual TDynamicAttributeBase< ParentType > * MakeCopy
(
ParentType* ParentIn |
Allocate a new copy of the attribute layer, optionally with a different parent | DynamicMesh/DynamicBoneAttribute.h | |
virtual TDynamicAttributeBase< ParentType > * MakeNew
(
ParentType* ParentIn |
Allocate a new empty instance of the same type of attribute layer | DynamicMesh/DynamicBoneAttribute.h | |
virtual TUniquePtr< TDynamicAttributeChangeBase< ParentType > > NewBlankChange() |
DynamicMesh/DynamicBoneAttribute.h | ||
virtual void Reparent
(
ParentType* NewParent |
Update any held pointer to the parent | DynamicMesh/DynamicBoneAttribute.h |