UBlendSpace::GetPerBoneInterpolationData
#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); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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