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 | 
|---|---|
| std::vector< ClientSkeleton > | skeletons   a list of skeletons  | 
Public Functions
| Type | Name | 
|---|---|
| ClientSkeletonCollection ()  empty constructor  | 
|
| ClientSkeletonCollection (const ClientSkeletonCollection & p_Original)  copy constructor  | 
|
| 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_SkeletonIdid of the skeleton we want to copy.p_Datapre-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