UAnimDataController::UpdateBoneTrackKeys

Sets a range of keys for an existing bone animation track with the provided name.

Unreal Engine C++ API Reference > Developer > AnimationDataController > UAnimDataController > UpdateBoneTrackKeys

References

   
Module AnimationDataController
Header /Engine/Source/Developer/AnimationDataController/Public/AnimDataController.h
Include #include "AnimDataController.h"
Source /Engine/Source/Developer/AnimationDataController/Private/AnimDataController.cpp
virtual bool UpdateBoneTrackKeys
(
    [FName](API\Runtime\Core\UObject\FName) BoneName,
    const [FInt32Range](API\Runtime\Core\Math\FInt32Range) & KeyRangeToSet,
    const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PositionalKeys,
    const [TArray](API\Runtime\Core\Containers\TArray)< FQuat > & RotationalKeys,
    const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & ScalingKeys,
    bool bShouldTransact
)

Remarks

Sets a range of keys for an existing bone animation track with the provided name. Broadcasts a EAnimDataModelNotifyType::TrackChanged notify if successful. The provided number of keys provided is expected to match for each component, be between FrameLowerBound and FrameUpperBound (inclusive), and be non-zero. Whether or not the keys were successfully set

Parameters

Name Description
BoneName Bone name of the track for which the keys should be set
KeyRangeToSet Range of frames to set keys for
PositionalKeys Array of keys for the translation component
RotationalKeys Array of keys for the rotation component
ScalingKeys Array of keys for the scale component
bShouldTransact Whether or not any undo-redo changes should be generated

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