void USkeleton::HandleSkeletonHierarchyChange() { MarkPackageDirty(); RegenerateGuid(); // Clear exiting MeshLinkUp tables. ClearCacheData(); // Fix up loaded animations (any animations that aren't loaded will be fixed on load) for(TObjectIterator<UAnimationAsset> It; It; ++It) { UAnimationAsset* CurrentAnimation = *It; if (CurrentAnimation->GetSkeleton() == this) { CurrentAnimation->ValidateSkeleton(); } } #if WITH_EDITORONLY_DATA RefreshAllRetargetSources(); #endif OnSkeletonHierarchyChanged.Broadcast(); }
void USkeleton::HandleSkeletonHierarchyChange() { MarkPackageDirty(); RegenerateGuid(); // Fix up loaded animations (any animations that aren't loaded will be fixed on load) for(TObjectIterator<UAnimationAsset> It; It; ++It) { UAnimationAsset* CurrentAnimation = *It; CurrentAnimation->ValidateSkeleton(); } RefreshAllRetargetSources(); OnSkeletonHierarchyChanged.Broadcast(); }