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Added SpineSkeletonComponent::GetBones, closes #1082.
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@ -171,6 +171,15 @@ bool USpineSkeletonComponent::GetFlipY() {
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return false;
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}
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void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getBones().size(); i < n; i++) {
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Bones.Add(skeleton->getBones()[i]->getData().getName().buffer());
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}
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}
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}
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void USpineSkeletonComponent::BeginPlay() {
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Super::BeginPlay();
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}
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@ -89,6 +89,9 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool GetFlipY();
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetBones(TArray<FString> &Bones);
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
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