UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SkeletalDebugRendering.cpp File Reference

Namespaces

namespace  SkeletalDebugRendering
 

Functions

void SkeletalDebugRendering::DrawWireBone (FPrimitiveDrawInterface *PDI, const FVector &InStart, const FVector &InEnd, const FLinearColor &InColor, ESceneDepthPriorityGroup InDepthPriority, const float SphereRadius)
 
void SkeletalDebugRendering::DrawWireBoneAdvanced (FPrimitiveDrawInterface *PDI, const FTransform &InBoneTransform, const TArray< FVector > &InChildLocations, const TArray< FLinearColor > &InChildColors, const FLinearColor &InColor, ESceneDepthPriorityGroup InDepthPriority, const float SphereRadius, const FBoneAxisDrawConfig &InAxisConfig)
 
void SkeletalDebugRendering::DrawAxes (FPrimitiveDrawInterface *PDI, const FTransform &Transform, ESceneDepthPriorityGroup InDepthPriority, const float Thickness, const float AxisLength)
 
void SkeletalDebugRendering::DrawConeConnection (FPrimitiveDrawInterface *PDI, const FVector &Start, const FVector &End, const float SphereRadius, const FLinearColor &Color)
 
void SkeletalDebugRendering::DrawBones (FPrimitiveDrawInterface *PDI, const FVector &ComponentOrigin, const TArray< FBoneIndexType > &RequiredBones, const FReferenceSkeleton &RefSkeleton, const TArray< FTransform > &WorldTransforms, const TArray< int32 > &InSelectedBones, const TArray< FLinearColor > &BoneColors, const TArray< TRefCountPtr< HHitProxy > > &HitProxies, const FSkelDebugDrawConfig &DrawConfig)
 
void SkeletalDebugRendering::DrawBones (FPrimitiveDrawInterface *PDI, const FVector &ComponentOrigin, const TArray< FBoneIndexType > &RequiredBones, const FReferenceSkeleton &RefSkeleton, const TArray< FTransform > &WorldTransforms, const TArray< int32 > &InSelectedBones, const TArray< FLinearColor > &BoneColors, const TArray< TRefCountPtr< HHitProxy > > &HitProxies, const FSkelDebugDrawConfig &DrawConfig, const TBitArray<> &BonesToDrawOverride)
 
void SkeletalDebugRendering::DrawBonesInternal (FPrimitiveDrawInterface *PDI, const FVector &ComponentOrigin, const TArray< FBoneIndexType > &RequiredBones, const TArray< int32 > &ParentIndices, const TArray< FTransform > &WorldTransforms, const TArray< int32 > &InSelectedBones, const TArray< FLinearColor > &BoneColors, const TArray< TRefCountPtr< HHitProxy > > &HitProxies, const FSkelDebugDrawConfig &DrawConfig, const TBitArray<> &BonesToDrawOverride)
 
FLinearColor SkeletalDebugRendering::GetSemiRandomColorForBone (const int32 BoneIndex, float Value, float Saturation)
 
void SkeletalDebugRendering::FillWithMultiColors (TArray< FLinearColor > &BoneColors, const int32 NumBones)
 
void SkeletalDebugRendering::CalculateBonesToDraw (const TArray< int32 > &ParentIndices, const TArray< int32 > &InSelectedBones, const EBoneDrawMode::Type BoneDrawMode, TBitArray<> &OutBonesToDraw)