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UBlendSpace::GetPerBoneInterpolationIndex

function Engine Since unknown
#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
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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