UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FBoneReference Struct Reference

#include <BoneReference.h>

Public Member Functions

 FBoneReference ()
 
 FBoneReference (const FName &InBoneName)
 
bool operator== (const FBoneReference &Other) const
 
bool operator!= (const FBoneReference &Other) const
 
ENGINE_API bool Initialize (const FBoneContainer &RequiredBones)
 
ENGINE_API bool Initialize (const USkeleton *Skeleton)
 
void Reset ()
 
bool HasValidSetup () const
 
ENGINE_API bool IsValidToEvaluate (const FBoneContainer &RequiredBones) const
 
bool IsValidToEvaluate () const
 
void InvalidateCachedBoneIndex ()
 
ENGINE_API FSkeletonPoseBoneIndex GetSkeletonPoseIndex (const FBoneContainer &RequiredBones) const
 
ENGINE_API FMeshPoseBoneIndex GetMeshPoseIndex (const FBoneContainer &RequiredBones) const
 
ENGINE_API FCompactPoseBoneIndex GetCompactPoseIndex (const FBoneContainer &RequiredBones) const
 
ENGINE_API bool Serialize (FArchive &Ar)
 

Public Attributes

FName BoneName
 
int32 BoneIndex:31
 
uint32 bUseSkeletonIndex:1
 
FCompactPoseBoneIndex CachedCompactPoseIndex
 

Friends

ENGINE_API friend FArchiveoperator<< (FArchive &Ar, FBoneReference &B)
 

Constructor & Destructor Documentation

◆ FBoneReference() [1/2]

FBoneReference::FBoneReference ( )
inline

◆ FBoneReference() [2/2]

FBoneReference::FBoneReference ( const FName InBoneName)
inline

Member Function Documentation

◆ GetCompactPoseIndex()

FCompactPoseBoneIndex FBoneReference::GetCompactPoseIndex ( const FBoneContainer RequiredBones) const

◆ GetMeshPoseIndex()

FMeshPoseBoneIndex FBoneReference::GetMeshPoseIndex ( const FBoneContainer RequiredBones) const

◆ GetSkeletonPoseIndex()

FSkeletonPoseBoneIndex FBoneReference::GetSkeletonPoseIndex ( const FBoneContainer RequiredBones) const

◆ HasValidSetup()

bool FBoneReference::HasValidSetup ( ) const
inline

return true if it has valid set up

◆ Initialize() [1/2]

bool FBoneReference::Initialize ( const FBoneContainer RequiredBones)

Initialize Bone Reference, return TRUE if success, otherwise, return false

◆ Initialize() [2/2]

bool FBoneReference::Initialize ( const USkeleton Skeleton)

◆ InvalidateCachedBoneIndex()

void FBoneReference::InvalidateCachedBoneIndex ( )
inline

◆ IsValidToEvaluate() [1/2]

bool FBoneReference::IsValidToEvaluate ( ) const
inline

return true if has valid compact index. This will return invalid if you're using skeleton index

◆ IsValidToEvaluate() [2/2]

bool FBoneReference::IsValidToEvaluate ( const FBoneContainer RequiredBones) const

return true if has valid index, and required bones contain it

◆ operator!=()

bool FBoneReference::operator!= ( const FBoneReference Other) const
inline

◆ operator==()

bool FBoneReference::operator== ( const FBoneReference Other) const
inline

◆ Reset()

void FBoneReference::Reset ( )
inline

Reset this container to default state

◆ Serialize()

bool FBoneReference::Serialize ( FArchive Ar)

Friends And Related Symbol Documentation

◆ operator<<

ENGINE_API friend FArchive & operator<< ( FArchive Ar,
FBoneReference B 
)
friend

Member Data Documentation

◆ BoneIndex

int32 FBoneReference::BoneIndex

Cached bone index for run time - right now bone index of skeleton

◆ BoneName

FName FBoneReference::BoneName

Name of bone to control. This is the main bone chain to modify from.

◆ bUseSkeletonIndex

uint32 FBoneReference::bUseSkeletonIndex

Change this to Bitfield if we have more than one bool This specifies whether or not this indices is mesh or skeleton

◆ CachedCompactPoseIndex

FCompactPoseBoneIndex FBoneReference::CachedCompactPoseIndex

The documentation for this struct was generated from the following files: