void USkeleton::PostLoad() { Super::PostLoad(); if( GetLinker() && (GetLinker()->UE4Ver() < VER_UE4_REFERENCE_SKELETON_REFACTOR) ) { // Convert RefLocalPoses & BoneTree to FReferenceSkeleton ConvertToFReferenceSkeleton(); } // catch any case if guid isn't valid check(Guid.IsValid()); }
void USkeleton::PostLoad() { Super::PostLoad(); if( GetLinker() && (GetLinker()->UE4Ver() < VER_UE4_REFERENCE_SKELETON_REFACTOR) ) { // Convert RefLocalPoses & BoneTree to FReferenceSkeleton ConvertToFReferenceSkeleton(); } // Build look up table between Slot nodes and their Group. BuildSlotToGroupMap(); // catch any case if guid isn't valid check(Guid.IsValid()); }