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UBlendSpace::GetPerBoneInterpolationData

function Engine Since unknown
#include "Animation/BlendSpace.h"
Access: public Specifiers: virtualconstoverride

Description

Sorts the blend space's per-bone blend settings into a lookup structure for Skeleton, so GetPerBoneInterpolationIndex can be queried repeatedly and cheaply for that skeleton.

Caveats & Gotchas

  • Part of the IInterpolationIndexProvider interface used by per-bone sample smoothing — most gameplay code never calls this directly.
  • The returned data is specific to Skeleton; using it to query a bone index against a different skeleton gives meaningless results.

Signature

virtual TSharedPtr<IInterpolationIndexProvider::FPerBoneInterpolationData> GetPerBoneInterpolationData(const USkeleton* Skeleton) const override

Parameters

Name Type Description Default
Skeleton const USkeleton* Skeleton to build the per-bone interpolation lookup for.

Return Type

TSharedPtr<IInterpolationIndexProvider::FPerBoneInterpolationData>

Example

Building a per-bone lookup once per skeleton C++
TSharedPtr<IInterpolationIndexProvider::FPerBoneInterpolationData> Data =
    BlendSpaceAsset->GetPerBoneInterpolationData(TargetSkeleton);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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