UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MeshBones.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2#pragma once
3
4#include "CoreTypes.h"
5#include "Containers/Array.h"
6#include "Math/MathFwd.h"
7
8// Forward declarations
9namespace UE::Geometry
10{
11 class FDynamicMesh3;
12}
13class FName;
14
15namespace UE
16{
17namespace Geometry
18{
19
24{
25public:
26
34 static GEOMETRYCORE_API bool GetBoneChildren(const FDynamicMesh3& Mesh, int32 BoneIndex, TArray<int32>& ChildrenIndices, bool bRecursive = false);
35
51 TArray<FName>& BoneNames,
54 bool& bOrderChanged);
55
56
67 TArray<FName>& BoneNames,
70 bool& bOrderChanged);
71
72};
73
74} // end namespace UE::Geometry
75} // end namespace UE
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
@ Meshes
Definition HairStrandsInterface.h:193
Definition NameTypes.h:617
Definition Array.h:670
Definition DynamicMesh3.h:108
Definition MeshBones.h:24
static GEOMETRYCORE_API bool GetBoneChildren(const FDynamicMesh3 &Mesh, int32 BoneIndex, TArray< int32 > &ChildrenIndices, bool bRecursive=false)
Definition MeshBones.cpp:18
static GEOMETRYCORE_API bool GetBonesInIncreasingOrder(const FDynamicMesh3 &Mesh, TArray< FName > &BoneNames, TArray< int32 > &BoneParentIdx, TArray< FTransform > &BonePose, bool &bOrderChanged)
Definition MeshBones.cpp:82
static GEOMETRYCORE_API bool CombineLodBonesToReferenceSkeleton(const TArray< FDynamicMesh3 > &Meshes, TArray< FName > &BoneNames, TArray< int32 > &BoneParentIdx, TArray< FTransform > &BonePose, bool &bOrderChanged)
Definition MeshBones.cpp:183
Definition ParametricSurfaceData.h:18
Definition AdvancedWidgetsModule.cpp:13