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Unreal Engine C++ API Reference > Editor > AnimationBlueprintLibrary
References
Module | AnimationBlueprintLibrary |
Header | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h |
Include | #include "AnimPose.h" |
Syntax
struct FAnimPose
Remarks
Script friendly representation of an evaluated animation bone pose
Variables
Type | Name | Description |
---|---|---|
TArray< int32 > | BoneIndices | |
TArray< FName > | BoneNames | |
TArray< FName > | CurveNames | |
TArray< float > | CurveValues | |
TArray< FTransf... | LocalSpacePoses | |
TArray< int32 > | ParentBoneIndices | |
TArray< FTransf... | RefLocalSpacePoses | |
TArray< FTransf... | RefWorldSpacePoses | |
TArray< FName > | SocketNames | |
TArray< FName > | SocketParentBoneNames | |
TArray< FTransf... | SocketTransforms | |
TArray< FTransf... | WorldSpacePoses |
Functions
Type | Name | Description |
---|---|---|
void | GenerateWorldSpaceTransforms () | (Re-)Generates the world space transforms using populated local space data |
void | GetPose ( FCompactPose& InOutCompactPose ) | Populates an FCompactPose using the contained bone data |
void | Init ( const FBoneContainer& InBoneContai... ) | Initializes the various arrays, using and copying the provided bone container |
bool | IsInitialized () | Whether or not the contained data was initialized and can be used to store a pose |
bool | IsPopulated () | Whether or local space pose data has been populated |
bool | IsValid () | Returns whether or not the pose data was correctly initialized and populated |
void | Reset () | Resets all contained data, rendering the instance invalid |
void | SetPose ( USkeletalMeshComponent* Compon... ) | Generates the contained bone data using the provided Component and its AnimInstance |
void | SetPose ( const FAnimationPoseData& PoseData ) | Generates the contained bone data using the provided CompactPose |
void | SetToRefPose () | Copies the reference pose to animated pose data |