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Shared pool for FRemapPoseData instances, keyed by (source, target) reference pose pairs. Avoids per-node caching and provides fast lookup with minimal locking. Uses a read-write lock: concurrent reads are lock-free, writes only lock when a new pair is first encountered or needs to be reinited.
| Name | FRemapPoseDataPool |
| Type | class |
| Header File | /Engine/Plugins/Experimental/UAF/UAF/Source/UAF/Public/RemapPoseDataPool.h |
| Include Path | #include "RemapPoseDataPool.h" |
Syntax
class FRemapPoseDataPool
Structs
| Name | Remarks |
|---|---|
| FRefPosePair |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Pool | TMap< FRefPosePair, TUniquePtr< FRemapPoseData > > | RemapPoseDataPool.h | ||
| PoolLock | FRWLock | RemapPoseDataPool.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GarbageCollect() |
Remove pool entries that reference stale skeletal meshes. Call periodically (e.g. on GC). | RemapPoseDataPool.h | |
const FRemapPoseData & GetRemapData
(
const FReferencePose& InSourceRefPose, |
Get or create remap data for a source->target reference pose pair. | RemapPoseDataPool.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FRemapPoseDataPool & Get() |
Access the singleton pool instance. | RemapPoseDataPool.h | |
static bool NeedsRemapping
(
const FReferencePose& InSourceRefPose, |
Returns true if the source and target reference poses refer to different skeletons, meaning a copy between them requires remapping. | RemapPoseDataPool.h |