#include <NodeHierarchy.h>
◆ Add()
◆ Allocate()
| void FNodeHierarchyData::Allocate |
( |
int32 |
Size | ) |
|
|
inline |
◆ BuildNodeNameToIndexMapping()
| void FNodeHierarchyData::BuildNodeNameToIndexMapping |
( |
| ) |
|
|
inline |
◆ Empty()
| void FNodeHierarchyData::Empty |
( |
int32 |
Size = 0 | ) |
|
|
inline |
◆ GetNodeIndex()
| int32 FNodeHierarchyData::GetNodeIndex |
( |
const FName & |
NodeName | ) |
const |
|
inline |
◆ GetNodeName()
| FName FNodeHierarchyData::GetNodeName |
( |
int32 |
Index | ) |
const |
|
inline |
◆ GetParentIndex()
| int32 FNodeHierarchyData::GetParentIndex |
( |
int32 |
Index | ) |
const |
|
inline |
◆ GetParentName()
| FName FNodeHierarchyData::GetParentName |
( |
int32 |
Index | ) |
const |
|
inline |
◆ GetTransform() [1/2]
◆ GetTransform() [2/2]
◆ IsValidIndex()
| bool FNodeHierarchyData::IsValidIndex |
( |
int32 |
Index | ) |
const |
|
inline |
◆ Num()
| int32 FNodeHierarchyData::Num |
( |
| ) |
const |
|
inline |
Returns number of bones in Skeleton.
◆ Remove()
| int32 FNodeHierarchyData::Remove |
( |
const FName & |
InNodeName | ) |
|
|
inline |
◆ SetNodeName()
| void FNodeHierarchyData::SetNodeName |
( |
int32 |
Index, |
|
|
const FName & |
NewNodeName |
|
) |
| |
|
inline |
◆ SetParentName()
| void FNodeHierarchyData::SetParentName |
( |
int32 |
Index, |
|
|
FName |
NewParent |
|
) |
| |
|
inline |
◆ SetTransform()
◆ NodeNameToIndexMapping
Transient look up mapping from name to index to array
◆ Nodes
◆ Transforms
The documentation for this struct was generated from the following file: