UAnimSet{
...
TimeArray
UAnimSequence{
RawAnimData{
TimePosition{
BoneIndex
Position
...
}
...
}
}
}
UMesh{
BoundingBox
...
Bones{
BoneIndex
Orientation
Position
...
}
...
Lods{
Sections
Faces
UsedBones
Chunk{
Vertex
Face
Normal, Binormal, Tangent,
{BoneIndex,Influences}
}
Vertex
Influences
}
...
}