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API > API/Plugins > API/Plugins/UAF
| Name | FRemapPoseData |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/UAF/UAF/Source/UAF/Public/RemapPoseData.h |
| Include Path | #include "RemapPoseData.h" |
Syntax
USTRUCT ()
struct FRemapPoseData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SourceRefPose | const UE::UAF::FReferencePose * | RemapPoseData.h | ||
| SourceToTargetBoneIndexMapPerLOD | TArray< TArray< FBoneRemapping > > | Bone mapping from the source to the target skeletal mesh per LOD level combination. | RemapPoseData.h | |
| TargetRefPose | const UE::UAF::FReferencePose * | RemapPoseData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTransform RecursiveCalcModelspaceTransform
(
const UE::UAF::FLODPose& Pose, |
Temporary calculate modelspace transform, until the LODPose is able to do that. | RemapPoseData.h | |
void Reinit
(
const UE::UAF::FReferencePose& InSourceRefPose, |
Re-initializes the mapping for each LOD. | RemapPoseData.h | |
void RemapAttributes
(
const UE::UAF::FLODPose& SourceLODPose, |
Remap attributes from source into an already-prepared target attribute container. | RemapPoseData.h | |
void RemapBones
(
const UE::UAF::FLODPose& SourcePose, |
Remap bone transforms from source into an already-prepared target pose. | RemapPoseData.h | |
void RemapPose
(
const UE::UAF::FLODPoseHeap& SourcePose, |
Remap a pose using the previously cached mapping. | RemapPoseData.h | |
bool ShouldReinit
(
const UE::UAF::FReferencePose& InSourceRefPose, |
Check if we need to re-initialize the mapping. | RemapPoseData.h |