#include <AnimBank.h>
◆ FSkinnedMeshComponentDescriptor() [1/4]
| FSkinnedMeshComponentDescriptor::FSkinnedMeshComponentDescriptor |
( |
| ) |
|
◆ FSkinnedMeshComponentDescriptor() [2/4]
| FSkinnedMeshComponentDescriptor::FSkinnedMeshComponentDescriptor |
( |
ENoInit |
| ) |
|
|
explicit |
◆ FSkinnedMeshComponentDescriptor() [3/4]
◆ FSkinnedMeshComponentDescriptor() [4/4]
◆ ~FSkinnedMeshComponentDescriptor()
| FSkinnedMeshComponentDescriptor::~FSkinnedMeshComponentDescriptor |
( |
| ) |
|
|
virtualdefault |
◆ ComputeHash()
| uint32 FSkinnedMeshComponentDescriptor::ComputeHash |
( |
| ) |
const |
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virtual |
◆ CreateComponent()
◆ GetTypeHash()
| uint32 FSkinnedMeshComponentDescriptor::GetTypeHash |
( |
| ) |
const |
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inline |
◆ InitComponent()
| void FSkinnedMeshComponentDescriptor::InitComponent |
( |
UInstancedSkinnedMeshComponent * |
ISMComponent | ) |
const |
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virtual |
◆ InitFrom()
| void FSkinnedMeshComponentDescriptor::InitFrom |
( |
const UInstancedSkinnedMeshComponent * |
Component, |
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bool |
bInitBodyInstance = true |
|
) |
| |
|
virtual |
◆ operator!=()
◆ operator==()
◆ PostLoadFixup()
| void FSkinnedMeshComponentDescriptor::PostLoadFixup |
( |
UObject * |
Loader | ) |
|
◆ GetTypeHash
◆ SkinnedAsset
◆ TransformProvider
The documentation for this struct was generated from the following files:
- Engine/Source/Runtime/Engine/Classes/Animation/AnimBank.h
- Engine/Source/Runtime/Engine/Private/Animation/AnimBank.cpp