#include <AttributeBlendData.h>
◆ TSingleRawIterator()
| UE::Anim::FAttributeBlendData::TSingleRawIterator::TSingleRawIterator |
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const FAttributeBlendData & |
InData, |
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TArrayView< const FUniqueAttribute > |
InAttributes |
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◆ GetAdditiveType()
◆ GetBoneWeight()
| const float UE::Anim::FAttributeBlendData::TSingleRawIterator::GetBoneWeight |
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const |
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Returns (bone level) weight value for the unique attribute its bone and container
◆ GetIdentifier()
| const FAttributeId & UE::Anim::FAttributeBlendData::TSingleRawIterator::GetIdentifier |
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const |
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Returns the identifier for the current attribute set
◆ GetValuePtr()
| const uint8 * UE::Anim::FAttributeBlendData::TSingleRawIterator::GetValuePtr |
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const |
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Return the value for the currently indexed unique attribute
◆ GetWeight()
| const float UE::Anim::FAttributeBlendData::TSingleRawIterator::GetWeight |
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const |
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Returns (container level) weight value for the unique attribute its container
◆ IsFilteredBlend()
| bool UE::Anim::FAttributeBlendData::TSingleRawIterator::IsFilteredBlend |
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const |
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◆ IsHighestBoneWeighted()
| bool UE::Anim::FAttributeBlendData::TSingleRawIterator::IsHighestBoneWeighted |
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const |
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Returns whether or not the unique attribute its (bone level) weight is the highest across the containers
◆ Next()
| bool UE::Anim::FAttributeBlendData::TSingleRawIterator::Next |
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Cycle through to next unique attribute, returns false if the end was reached
◆ FAttributeBlendData
◆ AttributesView
| TArrayView<const FUniqueAttribute> UE::Anim::FAttributeBlendData::TSingleRawIterator::AttributesView |
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◆ CurrentIndex
| int32 UE::Anim::FAttributeBlendData::TSingleRawIterator::CurrentIndex |
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◆ Data
Outer object that creates this
The documentation for this struct was generated from the following file: