FAnimPose

Script friendly representation of an evaluated animation bone pose

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

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