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Intermediary Interface class to be implemented to extract information from a pose asset. This is used for UPoseAsset::GetAnimationPose, for example.
| Name | FPoseAssetExtractionContext |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/PoseAsset.h |
| Include Path | #include "Animation/PoseAsset.h" |
Syntax
class FPoseAssetExtractionContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPoseAssetExtractionContext() |
Animation/PoseAsset.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPoseAssetExtractionContext() |
Animation/PoseAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BlendPoseCurve
(
const FBlendedCurve& InCurve, |
Blends an existing blended curve onto this context given a weight | Animation/PoseAsset.h | |
const UE::Anim::FCurveFilter * GetCurveFilter() |
Returns the curve filter to apply when blending curves (or nullptr) | Animation/PoseAsset.h | |
int32 GetOutputPoseBoneIndexFromSkeletonPoseBoneIndex
(
const int32& InSkeletonBoneIndex |
Returns the bone index within the output pose of this context given the skeleton pose bone index | Animation/PoseAsset.h | |
FTransform & GetOutputTransform
(
const int32& InOutputBoneIndex |
Returns the transform within the output pose given a bone index | Animation/PoseAsset.h | |
int32 GetPoseIndexInPoseAsset
(
const int32& InPoseIndexInContext |
Retrieves the index of the pose in the pose asset given the index of the pose within the context. | Animation/PoseAsset.h | |
const FName & GetPoseName
(
const int32& InPoseIndexInContext |
Retrieves the name of the pose given an index. | Animation/PoseAsset.h | |
float GetPoseWeight
(
const int32& InPoseIndexInContext |
Retrieves the weight / value of a pose in the context | Animation/PoseAsset.h | |
const FAnimationRuntimeRetargetBoneTransformContext * GetRetargetBoneTransformContext() |
Returns the context to use for FAnimationRuntime::RetargetBoneTransform | Animation/PoseAsset.h | |
const USkeleton * GetTargetSkeleton
(
bool bEvenIfUnreachable |
Returns the target skeleton this context is using | Animation/PoseAsset.h | |
bool IsOutputBoneRequired
(
const int32& InOutputBoneIndex |
Returns true if a given bone is required to be computed. | Animation/PoseAsset.h | |
int32 NumCurves() |
Returns the number of curves stored in the context | Animation/PoseAsset.h | |
int32 NumPoses() |
The number of pose curves available in this context | Animation/PoseAsset.h | |
void ResetPoseToAdditiveIdentity() |
Resets the output pose to additive identity (with zero scale) | Animation/PoseAsset.h | |
void ResetPoseToRefPose() |
Resets the output pose to the reference pose | Animation/PoseAsset.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPoseCurve GetPoseCurve
(
const int32& InPoseIndexInContext |
Retrieves the pose stored in the context as a FPoseCurve | Animation/PoseAsset.h |