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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MeshBones.h>
Static Public Member Functions | |
| static GEOMETRYCORE_API bool | GetBoneChildren (const FDynamicMesh3 &Mesh, int32 BoneIndex, TArray< int32 > &ChildrenIndices, bool bRecursive=false) |
| static GEOMETRYCORE_API bool | GetBonesInIncreasingOrder (const FDynamicMesh3 &Mesh, TArray< FName > &BoneNames, TArray< int32 > &BoneParentIdx, TArray< FTransform > &BonePose, bool &bOrderChanged) |
| static GEOMETRYCORE_API bool | CombineLodBonesToReferenceSkeleton (const TArray< FDynamicMesh3 > &Meshes, TArray< FName > &BoneNames, TArray< int32 > &BoneParentIdx, TArray< FTransform > &BonePose, bool &bOrderChanged) |
FMeshBones is a utility class for manipulating mesh bone attributes
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static |
Create a superset reference skeleton out of all the bones in the mesh Lods.
| bOrderChanged | true, if all Lods have the same bone attributes and they are ordered correctly such that the parent bone always has a lower index than the children. Hence the arrays can be directly added to an empty FReferenceSkeleton instance. |
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static |
Return an array of indices into the bone attribute arrays of all the children of the bone. Optionally, recursively add all grandchildren via a breadth-first search.
| BoneIndex | the index of the bone whose children we are requesting |
| bRecursive | if true, recursively add all grandchildren |
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static |
Create bone data arrays that can be used to create a FReferenceSkeleton.
| bOrderChanged | true, if the order of the bones in the output data arrays is different than the order in the mesh bone attribute |