Class ClientSkeletonCollection
ClassList > ClientSkeletonCollection
An animation update will contain updates for multiple skeletons which need to be temporarily stored and moved between threads.
#include <ManusClientSkeleton.h>
Public Attributes
Type | Name |
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std::vector< ClientSkeleton > | skeletons a list of skeletons |
Public Functions
Type | Name |
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ClientSkeletonCollection () empty constructor |
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ClientSkeletonCollection (const ClientSkeletonCollection & p_Original) copy constructor |
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void | CopyFrom (const ClientSkeletonCollection & p_Original) copy skeleton collection over 'this' skeletons list. it will destroy old instances of client skeletons. |
bool | CopySkeleton (uint32_t p_SkeletonId, ClientSkeleton * p_Data) copy individual skeleton indicated with p_SkeletonId from the list of skeletons into the p_Data instance of a skeleton. |
Public Attributes Documentation
variable skeletons
Public Functions Documentation
function ClientSkeletonCollection [1/2]
function ClientSkeletonCollection [2/2]
copy constructor
Parameters:
p_Original
function CopyFrom
copy skeleton collection over 'this' skeletons list. it will destroy old instances of client skeletons.
Parameters:
p_Original
function CopySkeleton
copy individual skeleton indicated with p_SkeletonId from the list of skeletons into the p_Data instance of a skeleton.
Parameters:
p_SkeletonId
id of the skeleton we want to copy.p_Data
pre-allocated instance of a ClientSkeleton to put the data into.
Returns:
true upon success.
The documentation for this class was generated from the following file api/Unreal/Plugins/Manus/Source/Manus/Public/ManusClientSkeleton.h