#include <BoneReference.h>
◆ FBoneReference() [1/2]
| FBoneReference::FBoneReference |
( |
| ) |
|
|
inline |
◆ FBoneReference() [2/2]
| FBoneReference::FBoneReference |
( |
const FName & |
InBoneName | ) |
|
|
inline |
◆ GetCompactPoseIndex()
◆ GetMeshPoseIndex()
◆ GetSkeletonPoseIndex()
◆ HasValidSetup()
| bool FBoneReference::HasValidSetup |
( |
| ) |
const |
|
inline |
return true if it has valid set up
◆ Initialize() [1/2]
Initialize Bone Reference, return TRUE if success, otherwise, return false
◆ Initialize() [2/2]
◆ 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]
return true if has valid index, and required bones contain it
◆ operator!=()
◆ operator==()
◆ Reset()
| void FBoneReference::Reset |
( |
| ) |
|
|
inline |
Reset this container to default state
◆ Serialize()
◆ operator<<
◆ 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
The documentation for this struct was generated from the following files: