UBlendSpace::GetPerBoneInterpolationIndex
#include "Animation/BlendSpace.h"
Access: public
Specifiers: virtualconstoverride
Description
Looks up the per-bone interpolation index for a bone within the pose being evaluated, returning INDEX_NONE if the bone has no per-bone smoothing override.
Caveats & Gotchas
- • Data must come from a prior call to GetPerBoneInterpolationData for the same skeleton — passing a stale or mismatched pointer produces incorrect results.
- • There's a second overload that takes an FSkeletonPoseBoneIndex and USkeleton directly, useful outside of a pose evaluation context.
Signature
virtual int32 GetPerBoneInterpolationIndex(const FCompactPoseBoneIndex& InCompactPoseBoneIndex, const FBoneContainer& RequiredBones, const IInterpolationIndexProvider::FPerBoneInterpolationData* Data) const override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InCompactPoseBoneIndex | const FCompactPoseBoneIndex& | Bone to look up within the pose currently being evaluated. | — |
| RequiredBones | const FBoneContainer& | Bone container describing the pose's required bones. | — |
| Data | const IInterpolationIndexProvider::FPerBoneInterpolationData* | Lookup data previously built by GetPerBoneInterpolationData. | — |
Return Type
int32 Example
Looking up a bone's interpolation index C++
const int32 Index = BlendSpaceAsset->GetPerBoneInterpolationIndex(BoneIndex, RequiredBones, Data.Get());
if (Index != INDEX_NONE)
{
// Bone has a per-bone smoothing override
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?