void FBoneContainer::RemapFromSkeleton(USkeleton const & SourceSkeleton) { // Map SkeletonBoneIndex to the SkeletalMesh Bone Index, taking into account the required bone index array. SkeletonToPoseBoneIndexArray.Init(INDEX_NONE, SourceSkeleton.GetRefLocalPoses().Num()); for(int32 Index=0; Index<BoneIndicesArray.Num(); Index++) { int32 const & PoseBoneIndex = BoneIndicesArray[Index]; SkeletonToPoseBoneIndexArray[PoseBoneIndex] = PoseBoneIndex; } // Skeleton to Skeleton mapping... PoseToSkeletonBoneIndexArray = SkeletonToPoseBoneIndexArray; }