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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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| ENGINE_API void SkeletalDebugRendering::CalculateBonesToDraw | ( | const TArray< int32 > & | ParentIndices, |
| const TArray< int32 > & | InSelectedBones, | ||
| const EBoneDrawMode::Type | BoneDrawMode, | ||
| TBitArray<> & | OutBonesToDraw | ||
| ) |
| ENGINE_API void SkeletalDebugRendering::DrawAxes | ( | FPrimitiveDrawInterface * | PDI, |
| const FTransform & | InTransform, | ||
| ESceneDepthPriorityGroup | InDepthPriority, | ||
| const float | Thickness = 0.f, |
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| const float | AxisLength = 4.f |
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| ) |
Draw a set of axes to represent a transform
| PDI | Primitive draw interface to use |
| InTransform | The transform to represent |
| InDepthPriority | The scene depth priority group to use |
| Thickness | Thickness of Axes |
| AxisLength | AxisLength |
| ENGINE_API 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 | ||
| ) |
| ENGINE_API 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 | ||
| ) |
| ENGINE_API void SkeletalDebugRendering::DrawConeConnection | ( | FPrimitiveDrawInterface * | PDI, |
| const FVector & | Start, | ||
| const FVector & | End, | ||
| const float | SphereRadius, | ||
| const FLinearColor & | Color | ||
| ) |
Draw a cone showing offset from origin position to a given bone transform Used to draw the root cone (always in red)
| PDI | Primitive draw interface to use |
| Start | The position in world space of the start of the cone |
| End | The position in world space of the tapered end of the cone |
| SphereRadius | The radius of the root bone |
| Color | The color to use for the cone |
| ENGINE_API void SkeletalDebugRendering::DrawWireBone | ( | FPrimitiveDrawInterface * | PDI, |
| const FVector & | InStart, | ||
| const FVector & | InEnd, | ||
| const FLinearColor & | InColor, | ||
| ESceneDepthPriorityGroup | InDepthPriority, | ||
| const float | SphereRadius | ||
| ) |
A fast and simple bone drawing function. This draws a sphere and a pyramid connection to the PARENT bone. Use this for basic debug drawing, but if the user is able to select or edit the bones, prefer DrawWireBoneAdvanced.
Draw a wireframe bone from InStart to InEnd
| PDI | Primitive draw interface to use |
| InStart | The start location of the bone |
| InEnd | The end location of the bone |
| InColor | The color to draw the bone with |
| InDepthPriority | The scene depth priority group to use |
| SphereRadius | SphereRadius |
| ENGINE_API 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 | ||
| ) |
An advanced bone drawing function for use with interactive editors where the user can select and manipulate bones.
Differences from DrawWireBone() include:
This function, and the code required to structure the drawing in this manner, will incur some additional cost over DrawWireBone(). So in cases where you just want to debug draw a skeleton; with no option to select or manipulate the bones, it may be preferable to use DrawWireBone().
Draw a set of axes to represent a transform
| PDI | Primitive draw interface to use |
| InBoneTransform | The bone transform |
| InChildLocations | The positions of all the children of the bone |
| InChildColors | The colors to use when drawing the cone to each child |
| InColor | The color to use for the bone |
| InDepthPriority | The scene depth priority group to use |
| SphereRadius | Radius of the ball drawn at the bone location |
| InAxisConfig | Draw configuration for small coordinate axes inside the joint sphere |
| ENGINE_API void SkeletalDebugRendering::FillWithMultiColors | ( | TArray< FLinearColor > & | BoneColors, |
| const int32 | NumBones | ||
| ) |
| ENGINE_API FLinearColor SkeletalDebugRendering::GetSemiRandomColorForBone | ( | const int32 | BoneIndex, |
| float | Value, | ||
| float | Saturation | ||
| ) |