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Unreal Engine C++ API Reference > Editor > AnimationBlueprintLibrary
Inheritance Hierarchy
References
Module | AnimationBlueprintLibrary |
Header | /Engine/Source/Editor/AnimationBlueprintLibrary/Public/AnimPose.h |
Include | #include "AnimPose.h" |
Syntax
class UAnimPoseExtensions : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
Remarks
Script exposed functionality for populating, retrieving data from and setting data on FAnimPose
Functions
Type | Name | Description |
---|---|---|
void | EvaluateAnimationBlueprintWithInputPose ( const FAnimPose& InputPose, USkeletalMesh* TargetSkeletalM..., UAnimBlueprint* AnimationBluep..., FAnimPose& OutPose ) | Evaluates an Animation Blueprint instance, using the provided Anim Pose and its Input Pose value, generating a valid Anim Pose using the result. |
void | GetAnimPoseAtFrame ( const UAnimSequenceBase* Anima..., int32 FrameIndex, FAnimPoseEvaluationOptions Evaluati..., FAnimPose& Pose ) | Evaluates an Animation Sequence Base to generate a valid Anim Pose instance |
void | GetAnimPoseAtTime ( const UAnimSequenceBase* Anima..., double Time, FAnimPoseEvaluationOptions Evaluati..., FAnimPose& Pose ) | Evaluates an Animation Sequence Base to generate a valid Anim Pose instance |
void | GetAnimPoseAtTimeIntervals ( const UAnimSequenceBase* Anima..., TArray< double > TimeIntervals, FAnimPoseEvaluationOptions Evaluati..., TArray< FAnimPose >& InOutPoses ) | Evaluates an Animation Sequence Base at different time intervals to generate a valid Anim Pose instances |
void | GetBoneNames ( const FAnimPose& Pose, TArray< FName >& Bones ) | Returns an array of bone names contained by the pose |
const FTrans... | GetBonePose ( const FAnimPose& Pose, FName BoneName, EAnimPoseSpaces Space ) | Retrieves the transform for the provided bone name from a pose |
void | GetCurveNames ( const FAnimPose& Pose, TArray< FName >& Curves ) | Returns an array of curve names contained by the pose |
float | GetCurveWeight ( const FAnimPose& Pose, const FName& CurveName ) | Returns the weight of an evaluated curve - if found |
const FTrans... | GetRefBonePose ( const FAnimPose& Pose, FName BoneName, EAnimPoseSpaces Space ) | Retrieves the reference pose transform for the provided bone name |
void | GetReferencePose ( USkeleton* Skeleton, FAnimPose& OutPose ) | Populates an Anim Pose with the reference poses stored for the provided USkeleton |
FTransform | GetRefPoseRelativeTransform ( const FAnimPose& Pose, FName FromBoneName, FName ToBoneName, EAnimPoseSpaces Space ) | Retrieves the relative transform for the reference pose between the two provided bone names |
FTransform | GetRelativeToRefPoseTransform ( const FAnimPose& Pose, FName BoneName, EAnimPoseSpaces Space ) | Retrieves the relative transform between reference and animated bone transform |
FTransform | GetRelativeTransform ( const FAnimPose& Pose, FName FromBoneName, FName ToBoneName, EAnimPoseSpaces Space ) | Retrieves the relative transform between the two provided bone names |
void | GetSocketNames ( const FAnimPose& Pose, TArray< FName >& Sockets ) | Returns an array of socket names contained by the pose |
FTransform | GetSocketPose ( const FAnimPose& Pose, FName SocketName, EAnimPoseSpaces Space ) | Retrieves the transform for the provided socket name from a pose |
bool | IsValid ( const FAnimPose& Pose ) | Returns whether the Anim Pose contains valid data |
void | SetBonePose ( FAnimPose& Pose, FTransform Transform, FName BoneName, EAnimPoseSpaces Space ) | Sets the transform for the provided bone name for a pose |