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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- USkinnedMeshComponent
- USkeletalMeshComponent
- UDebugSkelMeshComponent
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h |
| Include | #include "Animation/DebugSkelMeshComponent.h" |
Syntax
class UDebugSkelMeshComponent : public USkeletalMeshComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FTransform > | AdditiveBasePoses | Storage of Additive Base Pose for when bDisplayAdditiveBasePose == true, as they have to be calculated | |
| TArray< FAnimNotifyErrors > | AnimNotifyErrors | ||
| TArray< FTransform > | BakedAnimationPoses | Storage of Baked Animation Pose for when bDisplayBakedAnimation == true, as they have to be calculated | |
| bool | bClothCullBackface | ||
| bool | bClothFlipNormal | ||
| uint32: 1 | bDisplayAdditiveBasePose | Display additive base bone transform | |
| uint32: 1 | bDisplayBakedAnimation | Display baked animation pose | |
| bool | bDisplayBound | Display Bound | |
| uint32: 1 | bDisplayNonRetargetedPose | Display non retargeted animation pose | |
| uint32: 1 | bDisplayRawAnimation | Display raw animation bone transform | |
| uint32: 1 | bDisplaySourceAnimation | Display source animation pose | |
| bool | bDisplayVertexColors | ||
| uint32: 1 | bDrawAttributes | Attribute visualization | |
| uint32: 1 | bDrawBinormals | Vertex binormal viewing | |
| uint32: 1 | bDrawBoneInfluences | Bone influences viewing | |
| uint32: 1 | bDrawMesh | If true then the skeletal mesh associated with the component is drawn. | |
| uint32: 1 | bDrawMorphTargetVerts | Morphtarget viewing | |
| uint32: 1 | bDrawNormals | Vertex normal viewing | |
| uint32: 1 | bDrawSockets | Socket hit points viewing | |
| uint32: 1 | bDrawTangents | Vertex tangent viewing | |
| bool | bIsUsingInGameBounds | Does this component use in game bounds or does it use bounds calculated from bones | |
| bool | bIsUsingPreSkinnedBounds | Does this component use pre-skinned bounds? This overrides other bounds settings | |
| uint32: 1 | bMeshSocketsVisible | Mesh sockets visible? | |
| float | BoneRadiusMultiplier | Multiplier for the bone radius rendering | |
| TArray< int32 > | BonesOfInterest | Array of bones to render bone weights for | |
| bool | bPauseClothingSimulationWithAnim | ||
| bool | bPerformSingleClothingTick | Base skel mesh has support for suspending clothing, but single ticks are more of a debug feature when stepping through an animation So we control that using this flag | |
| uint32: 1 | bRequiredBonesUpToDateDuringTick | ||
| uint32: 1 | bShowBoneNames | If true then the bone names associated with the skeletal mesh are displayed | |
| uint32: 1 | bShowClothData | ||
| uint32: 1 | bSkeletonSocketsVisible | Skeleton sockets visible? | |
| bool | bTrackAttachedInstanceLOD | Should the LOD of the debug mesh component track the LOD of the instance being debugged | |
| FBoxSphereBounds | CachedClothBounds | Bounds computed from cloth. | |
| float | ClothMeshOpacity | ||
| float | ConsumeRootMotionPreviousPlaybackTime | Playback time last time ConsumeRootmotion was called | |
| float | MaxClothPropertyView | ||
| float | MinClothPropertyView | ||
| TArray< TObjectPtr< class UMorphTarget > > | MorphTargetOfInterests | Array of morphtargets to render verts for | |
| TArray< FTransform > | NonRetargetedSpaceBases | Storage for non retargeted pose. | |
| TObjectPtr< class UAnimPreviewInstance > | PreviewInstance | ||
| EProcessRootMotionMode | ProcessRootMotionMode | Process root motion mode | |
| TObjectPtr< class UAnimInstance > | SavedAnimScriptInstance | ||
| FGuid | SelectedClothingGuidForPainting | The currently selected asset guid if we're painting, used to build dynamic mesh to paint sim parameters | |
| int32 | SelectedClothingLodForPainting | The currently selected LOD for painting | |
| int32 | SelectedClothingLodMaskForPainting | The currently selected mask inside the above LOD to be painted | |
| ESkeletonDrawMode | SkeletonDrawMode | Global drawing mode for this skeleton. Depends on context of specific editor using the component. | |
| TArray< TObjectPtr< class UMaterialInterface > > | SkelMaterials | Array of materials to restore when not rendering blend weights | |
| TArray< FVector3f > | SkinnedSelectedClothingNormals | ||
| TArray< FVector3f > | SkinnedSelectedClothingPositions | ||
| TArray< FTransform > | SourceAnimationPoses | Storage of Source Animation Pose for when bDisplaySourceAnimation == true, as they have to be calculated | |
| EPersonaTurnTableMode::Type | TurnTableMode | Current turn table mode | |
| float | TurnTableSpeedScaling | Current turn table speed scaling | |
| TArray< FTransform > | UncompressedSpaceBases | Non Compressed SpaceBases for when bDisplayRawAnimation == true | |
| FLinearColor | WireframeMeshOverlayColor |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UDebugSkelMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FBoxSphereBounds | CalcGameBounds
(
const FTransform& LocalToWorld |
Get the in-game bounds of the skeleton mesh | |
| bool | |||
| bool | CanUseProcessRootMotionMode
(
EProcessRootMotionMode Mode |
Whether the supplied root motion mode can be used for the current asset | |
| bool | Test if in-game bounds are as big as preview bounds | ||
| void | ConsumeRootMotion
(
const FVector& FloorMin, |
Update components position based on animation root motion | |
| TObjectPtr< UAnimPreviewInstance > | Create the preview instance to use (default UAnimPreviewInstance) | ||
| void | Force all body instance to not simulate physics regardless of their physic type To get back in a default state call : ResetAllBodiesSimulatePhysics | ||
| bool | Whether the current asset or animation blueprint is using root motion | ||
| void | EnablePreview
(
bool bEnable, |
||
| const TArray< FBoneIndexType > & | Return bone indices to draw | ||
| FTransform | GetDrawTransform
(
int32 BoneIndex |
Returns the transform of the joint | |
| const TArray< FGetExtendedViewportText > & | |||
| IClothingSimulation * | To normal game/runtime code we don't want to expose a non-const pointer to the simulation, so we can only get one from this editor-only component. | ||
| int32 | |||
| FString | |||
| EProcessRootMotionMode | Gets process root motion mode | ||
| const FReferenceSkeleton & | Return RefSkeleton for drawing; | ||
| FLinearColor | Get the wireframe mesh overlay color, which basically controls the color of the wireframe. | ||
| bool | IsPreviewOn () |
Return true if currently preview animation asset is on | |
| bool | Whether we are processing root motion or not | ||
| bool | |||
| bool | Whether the current LOD of the debug mesh is being synced with the attached (preview) mesh instance. | ||
| bool | Does it use in-game bounds or bounds calculated from bones | ||
| bool | Does it use pre-skinned bounds | ||
| void | |||
| FDelegateHandle | RegisterExtendedViewportTextDelegate
(
const FGetExtendedViewportText& InDelegate |
Extended viewport text delegate handling. | |
| FDelegateHandle | RegisterOnDebugForceLODChangedDelegate
(
const FOnDebugForceLODChanged& InDelegate |
||
| void | Fixes up the disabled flags so clothing is enabled and originals are disabled as ToggleMeshSectionForCloth will make these get out of sync | ||
| void | Restore all section visibilities to original states for all LODs | ||
| void | Define Custom Default pose for this component for preview | ||
| void | SetDebugForcedLOD
(
int32 InNewForcedLOD |
Helper method that sets the forced lod. | |
| void | SetMeshSectionVisibilityForCloth
(
FGuid InClothGuid, |
Find a section using a clothing asset with the given GUID and set its visiblity | |
| void | SetProcessRootMotionMode
(
EProcessRootMotionMode Mode |
Sets process root motion mode. Note: disabling root motion preview resets transform. | |
| void | SetShowBoneWeight
(
bool bNewShowBoneWeight |
Update material information depending on color render mode Refresh/replace materials | |
| void | SetShowClothProperty
(
bool bState |
Sets the flag used to determine whether or not the current active cloth sim mesh should be rendered | |
| void | SetShowMorphTargetVerts
(
bool bNewShowMorphTargetVerts |
Update material information depending on color render mode Refresh/replace materials | |
| void | SetWireframeMeshOverlayColor
(
FLinearColor Color |
Set the wireframe mesh overlay color, which basically controls the color of the wireframe. | |
| void | ShowReferencePose
(
bool bRefPose |
Reference pose for this component we don't want to use default refpose because you still want to move joint when this mode is on | |
| void | ToggleClothSectionsVisibility
(
bool bShowOnlyClothSections |
Toggle visibility between cloth sections and non-cloth sections for all LODs if bShowOnlyClothSections is true, shows only cloth sections. | |
| void | UnregisterExtendedViewportTextDelegate
(
const FDelegateHandle& InDelegateHandle |
||
| void | |||
| void | UseInGameBounds
(
bool bUseInGameBounds |
Set to use in-game bounds or bounds calculated from bones | |
| void | UsePreSkinnedBounds
(
bool bUsePreSkinnedBounds |
Set to use pre-skinned bounds |
Overridden from USkeletalMeshComponent
| Type | Name | Description | |
|---|---|---|---|
| void | To avoid clothing reset while modifying properties in Persona | ||
| void | ClearAnimNotifyErrors
(
UObject* InSourceNotify |
Clears currently stored errors. Call before triggering anim notifies for a particular mesh. | |
| void | InitAnim
(
bool bForceReinit |
Animation | |
| bool | |||
| void | |||
| void | ReportAnimNotifyError
(
const FText& Error, |
Subclasses such as DebugSkelMeshComponent keep track of errors in the anim notifies so they can be displayed to the user. | |
| void | SetAnimClass
(
UClass* NewClass |
Set the anim instance class. | |
| bool | Overridden to support single clothing ticks. |
Overridden from USkinnedMeshComponent
| Type | Name | Description | |
|---|---|---|---|
| int32 | GetLODBias () |
Get the LOD Bias of this component | |
| void | Function to operate on mesh object after its created, but before it's attached. | ||
| void | RefreshBoneTransforms
(
FActorComponentTickFunction* TickFunction |
Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.) | |
| bool | Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools |
Overridden from UPrimitiveComponent
| Type | Name | Description | |
|---|---|---|---|
| FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. | ||
| void | GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component | |
| bool | Engine only draw bounds IF selected |
Overridden from USceneComponent
| Type | Name | Description | |
|---|---|---|---|
| FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | Called to send dynamic data for this component to the rendering thread | ||
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FAnimNotifyErrors | TODO - This is a really poor way to post errors to the user. Work out a better way. |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bPreviewRootMotion_DEPRECATED | This variable is no longer used. Use ProcessRootMotionMode instead. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Please use IsProcessingRootMotion or GetProcessRootMotionMode | ||
| void | RebuildClothingSectionsFixedVerts
(
bool bInvalidateDerivedDataCache |
This function is redundant, since it is always called after ApplyParameterMasks and therefore will be removed. | |
| void | SetPreviewRootMotion
(
bool bInPreviewRootMotion |
Please use SetProcessRootMotionMode | |
| void | SetSkeletalMesh
(
USkeletalMesh* NewMesh, |
Use USkeletalMeshComponent::SetSkeletalMesh() or SetSkinnedAssetAndUpdate() instead. |