Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp
bool Actor::CheckIfHasSkinningDeformer(size_t lodLevel, size_t nodeIndex) const
    {
        // check if there is a mesh
        Mesh* mesh = GetMesh(lodLevel, nodeIndex);
        if (!mesh)
        {
            return false;
        }

        // check if there is a mesh deformer stack
        MeshDeformerStack* stack = GetMeshDeformerStack(lodLevel, nodeIndex);
        if (!stack)
        {
            return false;
        }

        return (stack->CheckIfHasDeformerOfType(SoftSkinDeformer::TYPE_ID) || stack->CheckIfHasDeformerOfType(DualQuatSkinDeformer::TYPE_ID));
    }
// check if the mesh has a skinning deformer (either linear or dual quat)
check if the mesh has a skinning deformer (either linear or dual quat)
check if the mesh has a skinning deformer ( either linear or dual quat )
bool Actor::CheckIfHasSkinningDeformer(size_t lodLevel, size_t nodeIndex) const
    {
        Mesh* mesh = GetMesh(lodLevel, nodeIndex);
        if (!mesh)
        {
            return false;
        }
         deformer stack
        MeshDeformerStack* stack = GetMeshDeformerStack(lodLevel, nodeIndex);
        if (!stack)
        {
            return false;
        }
        return (stack->CheckIfHasDeformerOfType(SoftSkinDeformer::TYPE_ID) || stack->CheckIfHasDeformerOfType(DualQuatSkinDeformer::TYPE_ID));
    }
bool Actor :: CheckIfHasSkinningDeformer ( size_t lodLevel , size_t nodeIndex ) const { Mesh * mesh = GetMesh ( lodLevel , nodeIndex ) ; if ( ! mesh ) { return false ; } MeshDeformerStack * stack = GetMeshDeformerStack ( lodLevel , nodeIndex ) ; if ( ! stack ) { return false ; } return ( stack -> CheckIfHasDeformerOfType ( SoftSkinDeformer :: TYPE_ID ) || stack -> CheckIfHasDeformerOfType ( DualQuatSkinDeformer :: TYPE_ID ) ) ; }
check if the mesh has a skinning deformer (either linear or dual quat)
check if the mesh has a skinning deformer ( either linear or dual quat )
// check if there is a mesh // check if there is a mesh deformer stack