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| Name | UDebugSkelMeshComponent |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h |
| Include Path | #include "Animation/DebugSkelMeshComponent.h" |
Syntax
UCLASS (Transient, MinimalAPI)
class UDebugSkelMeshComponent : public USkeletalMeshComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → USkinnedMeshComponent → USkeletalMeshComponent → UDebugSkelMeshComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
- IClothSimulationDataProvider
- ILODSyncInterface
- IInterface_CollisionDataProvider
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDebugSkelMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Animation/DebugSkelMeshComponent.h |
Structs
| Name | Remarks |
|---|---|
| FAnimNotifyErrors | TODO - This is a really poor way to post errors to the user. Work out a better way. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AdditiveBasePoses | TArray< FTransform > | Storage of Additive Base Pose for when bDisplayAdditiveBasePose == true, as they have to be calculated | Animation/DebugSkelMeshComponent.h | |
| AnimNotifyErrors | TArray< FAnimNotifyErrors > | Animation/DebugSkelMeshComponent.h | ||
| BakedAnimationPoses | TArray< FTransform > | Storage of Baked Animation Pose for when bDisplayBakedAnimation == true, as they have to be calculated | Animation/DebugSkelMeshComponent.h | |
| bClothCullBackface | bool | Animation/DebugSkelMeshComponent.h |
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| bClothFlipNormal | bool | Animation/DebugSkelMeshComponent.h |
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| bDisplayAdditiveBasePose | uint32 | Display additive base bone transform | Animation/DebugSkelMeshComponent.h |
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| bDisplayBakedAnimation | uint32 | Display baked animation pose | Animation/DebugSkelMeshComponent.h |
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| bDisplayBound | bool | Display Bound | Animation/DebugSkelMeshComponent.h |
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| bDisplayNonRetargetedPose | uint32 | Display non retargeted animation pose | Animation/DebugSkelMeshComponent.h |
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| bDisplayRawAnimation | uint32 | Display raw animation bone transform | Animation/DebugSkelMeshComponent.h |
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| bDisplaySourceAnimation | uint32 | Display source animation pose | Animation/DebugSkelMeshComponent.h |
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| bDisplayVertexColors | bool | Animation/DebugSkelMeshComponent.h |
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| bDrawAttributes | uint32 | Attribute visualization | Animation/DebugSkelMeshComponent.h |
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| bDrawBinormals | uint32 | Vertex binormal viewing | Animation/DebugSkelMeshComponent.h |
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| bDrawBoneInfluences | uint32 | Bone influences viewing | Animation/DebugSkelMeshComponent.h |
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| bDrawMesh | uint32 | If true then the skeletal mesh associated with the component is drawn. | Animation/DebugSkelMeshComponent.h | |
| bDrawMorphTargetVerts | uint32 | Morphtarget viewing | Animation/DebugSkelMeshComponent.h |
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| bDrawNormals | uint32 | Vertex normal viewing | Animation/DebugSkelMeshComponent.h |
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| bDrawSockets | uint32 | Socket hit points viewing | Animation/DebugSkelMeshComponent.h |
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| bDrawTangents | uint32 | Vertex tangent viewing | Animation/DebugSkelMeshComponent.h |
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| bIsUsingInGameBounds | bool | Does this component use in game bounds or does it use bounds calculated from bones | Animation/DebugSkelMeshComponent.h |
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| bIsUsingPreSkinnedBounds | bool | Does this component use pre-skinned bounds? This overrides other bounds settings | Animation/DebugSkelMeshComponent.h |
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| bMeshSocketsVisible | uint32 | Mesh sockets visible? | Animation/DebugSkelMeshComponent.h |
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| BonesOfInterest | TArray< int32 > | Array of bones to render bone weights for | Animation/DebugSkelMeshComponent.h |
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| bPauseClothingSimulationWithAnim | bool | Animation/DebugSkelMeshComponent.h |
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| bPerformSingleClothingTick | bool | 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 | Animation/DebugSkelMeshComponent.h |
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| bRequiredBonesUpToDateDuringTick | uint32 | Animation/DebugSkelMeshComponent.h |
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| bShowAssetUserDataVisualizations | uint32 | Display Metadata visualizations in viewport | Animation/DebugSkelMeshComponent.h |
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| bShowBoneNames | uint32 | If true then the bone names associated with the skeletal mesh are displayed | Animation/DebugSkelMeshComponent.h | |
| bShowClothData | uint32 | Animation/DebugSkelMeshComponent.h |
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| bShowNotificationVisualizations | uint32 | Display Notification visualizations in viewport | Animation/DebugSkelMeshComponent.h |
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| bSkeletonSocketsVisible | uint32 | Skeleton sockets visible? | Animation/DebugSkelMeshComponent.h |
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| bTrackAttachedInstanceLOD | bool | Should the LOD of the debug mesh component track the LOD of the instance being debugged | Animation/DebugSkelMeshComponent.h |
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| CachedClothBounds | FBoxSphereBounds | Bounds computed from cloth. | Animation/DebugSkelMeshComponent.h | |
| ClothMeshOpacity | float | Animation/DebugSkelMeshComponent.h |
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| ConsumeRootMotionPreviousAdditiveAnimType | TEnumAsByte< EAdditiveAnimationType > | Animation/DebugSkelMeshComponent.h |
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| ConsumeRootMotionPreviousPlaybackTime | float | Playback time last time ConsumeRootmotion was called | Animation/DebugSkelMeshComponent.h |
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| MaxClothPropertyView | float | Animation/DebugSkelMeshComponent.h |
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| MinClothPropertyView | float | Animation/DebugSkelMeshComponent.h |
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| MorphTargetOfInterests | TArray< TObjectPtr< class UMorphTarget > > | Array of morphtargets to render verts for | Animation/DebugSkelMeshComponent.h |
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| NonRetargetedSpaceBases | TArray< FTransform > | Storage for non retargeted pose. | Animation/DebugSkelMeshComponent.h | |
| PreviewInstance | TObjectPtr< class UAnimPreviewInstance > | Animation/DebugSkelMeshComponent.h |
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| ProcessRootMotionMode | EProcessRootMotionMode | Process root motion mode | Animation/DebugSkelMeshComponent.h |
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| RequestedProcessRootMotionMode | EProcessRootMotionMode | Requested Process root motion mode, ProcessRootMotionMode gets set based on requested mode and what is supported. | Animation/DebugSkelMeshComponent.h |
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| RootMotionReferenceTransform | FTransform | Transform representing the actor transform at the beginning of the animation sequence. | Animation/DebugSkelMeshComponent.h | |
| SavedAnimScriptInstance | TObjectPtr< class UAnimInstance > | Animation/DebugSkelMeshComponent.h |
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| SelectedClothingGuidForPainting | FGuid | The currently selected asset guid if we're painting, used to build dynamic mesh to paint sim parameters | Animation/DebugSkelMeshComponent.h | |
| SelectedClothingLodForPainting | int32 | The currently selected LOD for painting | Animation/DebugSkelMeshComponent.h | |
| SelectedClothingLodMaskForPainting | int32 | The currently selected mask inside the above LOD to be painted | Animation/DebugSkelMeshComponent.h | |
| SkeletonDrawMode | ESkeletonDrawMode | Global drawing mode for this skeleton. Depends on context of specific editor using the component. | Animation/DebugSkelMeshComponent.h | |
| SkelMaterials | TArray< TObjectPtr< class UMaterialInterface > > | Array of materials to restore when not rendering blend weights | Animation/DebugSkelMeshComponent.h |
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| SkinnedSelectedClothingNormals | TArray< FVector3f > | Animation/DebugSkelMeshComponent.h | ||
| SkinnedSelectedClothingPositions | TArray< FVector3f > | Animation/DebugSkelMeshComponent.h | ||
| SourceAnimationPoses | TArray< FTransform > | Storage of Source Animation Pose for when bDisplaySourceAnimation == true, as they have to be calculated | Animation/DebugSkelMeshComponent.h | |
| TurnTableMode | EPersonaTurnTableMode::Type | Current turn table mode | Animation/DebugSkelMeshComponent.h | |
| TurnTableSpeedScaling | float | Current turn table speed scaling | Animation/DebugSkelMeshComponent.h | |
| UncompressedSpaceBases | TArray< FTransform > | Non Compressed SpaceBases for when bDisplayRawAnimation == true | Animation/DebugSkelMeshComponent.h | |
| VisualizeRootMotionMode | EVisualizeRootMotionMode | Animation/DebugSkelMeshComponent.h |
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| WireframeMeshOverlayColor | FLinearColor | Animation/DebugSkelMeshComponent.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisplayNaniteFallback | bool | Animation/DebugSkelMeshComponent.h | ||
| ExtendedViewportTextDelegates | TArray< FGetExtendedViewportText > | Animation/DebugSkelMeshComponent.h | ||
| OnDebugForceLODChangedDelegate | FOnDebugForceLODChanged | Animation/DebugSkelMeshComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBoxSphereBounds CalcGameBounds
(
const FTransform& LocalToWorld |
Get the in-game bounds of the skeleton mesh | Animation/DebugSkelMeshComponent.h | |
virtual bool CanOverrideCollisionProfile() |
Animation/DebugSkelMeshComponent.h | ||
bool CanUseProcessRootMotionMode
(
EProcessRootMotionMode Mode |
Whether the supplied root motion mode can be used for the current asset | Animation/DebugSkelMeshComponent.h | |
bool CheckIfBoundsAreCorrrect() |
Test if in-game bounds are as big as preview bounds | Animation/DebugSkelMeshComponent.h | |
void ConsumeRootMotion
(
const FVector& FloorMin, |
Update components position based on animation root motion | Animation/DebugSkelMeshComponent.h | |
virtual TObjectPtr< UAnimPreviewInstance > CreatePreviewInstance() |
Create the preview instance to use (default UAnimPreviewInstance) | Animation/DebugSkelMeshComponent.h | |
void DisableAllBodiesSimulatePhysics() |
Force all body instance to not simulate physics regardless of their physic type To get back in a default state call : ResetAllBodiesSimulatePhysics | Animation/DebugSkelMeshComponent.h | |
bool DoesCurrentAssetHaveRootMotion() |
Whether the current asset or animation blueprint is using root motion | Animation/DebugSkelMeshComponent.h | |
virtual void EnablePreview
(
bool bEnable, |
Animation/DebugSkelMeshComponent.h | ||
FLinearColor GetBoneColor
(
int32 BoneIndex |
Palettized semi randomized colors for multi-color bone display | Animation/DebugSkelMeshComponent.h | |
virtual const TArray< FBoneIndexType > & GetDrawBoneIndices() |
Return bone indices to draw | Animation/DebugSkelMeshComponent.h | |
virtual FTransform GetDrawTransform
(
int32 BoneIndex |
Returns the transform of the joint | Animation/DebugSkelMeshComponent.h | |
const TArray< FGetExtendedViewportText > & GetExtendedViewportTextDelegates() |
Animation/DebugSkelMeshComponent.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGSIClothingSimulation * GetMutableClothingSimulation () |
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. | Animation/DebugSkelMeshComponent.h | |
virtual int32 GetNumDrawTransform() |
Animation/DebugSkelMeshComponent.h | ||
FString GetPreviewText() |
Animation/DebugSkelMeshComponent.h | ||
EProcessRootMotionMode GetProcessRootMotionMode() |
Gets process root motion mode | Animation/DebugSkelMeshComponent.h | |
virtual const FReferenceSkeleton & GetReferenceSkeleton() |
Return RefSkeleton for drawing; | Animation/DebugSkelMeshComponent.h | |
EProcessRootMotionMode GetRequestedProcessRootMotionMode() |
Gets requested process root motion mode, can differ from GetProcessRootMotionMode() if the current asset does not support root motion. | Animation/DebugSkelMeshComponent.h | |
EVisualizeRootMotionMode GetVisualizeRootMotionMode() |
Animation/DebugSkelMeshComponent.h | ||
FLinearColor GetWireframeMeshOverlayColor() |
Get the wireframe mesh overlay color, which basically controls the color of the wireframe. | Animation/DebugSkelMeshComponent.h | |
bool IsAssetUserDataVisualizationsEnabled() |
Animation/DebugSkelMeshComponent.h | ||
bool IsDisplayingNaniteFallback() |
Whether this component renders the Nanite fallback for previewing | Animation/DebugSkelMeshComponent.h | |
bool IsNotificationVisualizationsEnabled() |
Animation/DebugSkelMeshComponent.h | ||
virtual bool IsPreviewOn() |
Return true if currently preview animation asset is on | Animation/DebugSkelMeshComponent.h | |
bool IsProcessingRootMotion() |
Whether we are processing root motion or not | Animation/DebugSkelMeshComponent.h | |
virtual bool IsReferencePoseShown() |
Animation/DebugSkelMeshComponent.h | ||
bool IsRootMotionVisualizationsEnabled() |
Animation/DebugSkelMeshComponent.h | ||
bool IsTrackingAttachedLOD() |
Whether the current LOD of the debug mesh is being synced with the attached (preview) mesh instance. | Animation/DebugSkelMeshComponent.h | |
bool IsUsingInGameBounds() |
Does it use in-game bounds or bounds calculated from bones | Animation/DebugSkelMeshComponent.h | |
bool IsUsingPreSkinnedBounds() |
Does it use pre-skinned bounds | Animation/DebugSkelMeshComponent.h | |
bool IsVisualizeRootMotionMode
(
EVisualizeRootMotionMode Mode |
Animation/DebugSkelMeshComponent.h | ||
virtual void OnClearAnimScriptInstance() |
Animation/DebugSkelMeshComponent.h | ||
void OnMirrorDataTableChanged() |
Called when mirror data table changes on anim instance. | Animation/DebugSkelMeshComponent.h | |
void RefreshSelectedClothingSkinnedPositions() |
Animation/DebugSkelMeshComponent.h | ||
FDelegateHandle RegisterExtendedViewportTextDelegate
(
const FGetExtendedViewportText& InDelegate |
Extended viewport text delegate handling. | Animation/DebugSkelMeshComponent.h | |
FDelegateHandle RegisterOnDebugForceLODChangedDelegate
(
const FOnDebugForceLODChanged& InDelegate |
Animation/DebugSkelMeshComponent.h | ||
void ResetMeshSectionVisibility() |
Fixes up the disabled flags so clothing is enabled and originals are disabled as ToggleMeshSectionForCloth will make these get out of sync | Animation/DebugSkelMeshComponent.h | |
void RestoreClothSectionsVisibility() |
Restore all section visibilities to original states for all LODs | Animation/DebugSkelMeshComponent.h | |
virtual void SetCustomDefaultPose() |
Define Custom Default pose for this component for preview | Animation/DebugSkelMeshComponent.h | |
void SetDebugForcedLOD
(
int32 InNewForcedLOD |
Helper method that sets the forced lod. | Animation/DebugSkelMeshComponent.h | |
void SetDisplayNaniteFallback
(
bool bValue |
Sets whether this component should render the Nanite fallback for previewing | Animation/DebugSkelMeshComponent.h | |
void SetMeshSectionVisibilityForCloth
(
FGuid InClothGuid, |
Find a section using a clothing asset with the given GUID and set its visiblity | Animation/DebugSkelMeshComponent.h | |
void SetProcessRootMotionMode
(
EProcessRootMotionMode Mode |
Sets process root motion mode, the request may be ignored if current asset does not support the mode. | Animation/DebugSkelMeshComponent.h | |
void SetShowAssetUserDataVisualizations
(
const bool bShow |
Sets flags whether we AssetUserData visualizations should be drawn in the viewport. | Animation/DebugSkelMeshComponent.h | |
void SetShowBoneWeight
(
bool bNewShowBoneWeight |
Update material information depending on color render mode Refresh/replace materials | Animation/DebugSkelMeshComponent.h | |
void SetShowClothProperty
(
bool bState |
Sets the flag used to determine whether or not the current active cloth sim mesh should be rendered | Animation/DebugSkelMeshComponent.h | |
void SetShowMorphTargetVerts
(
bool bNewShowMorphTargetVerts |
Update material information depending on color render mode Refresh/replace materials | Animation/DebugSkelMeshComponent.h | |
void SetShowNotificationVisualizations
(
const bool bShow |
Sets flags whether we notification visualizations should be drawn in the viewport. | Animation/DebugSkelMeshComponent.h | |
void SetTurnTableMode
(
EPersonaTurnTableMode::Type NewMode |
Set TurnTableMode and reset the turntable rotation if needed. | Animation/DebugSkelMeshComponent.h | |
void SetVisualizeRootMotionMode
(
EVisualizeRootMotionMode Mode |
Sets how we visualize root motion in the viewport. See EVisualizeRootMotionMode for details. | Animation/DebugSkelMeshComponent.h | |
void SetWireframeMeshOverlayColor
(
FLinearColor Color |
Set the wireframe mesh overlay color, which basically controls the color of the wireframe. | Animation/DebugSkelMeshComponent.h | |
virtual 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 | Animation/DebugSkelMeshComponent.h | |
void ToggleClothSectionsVisibility
(
bool bShowOnlyClothSections |
Toggle visibility between cloth sections and non-cloth sections for all LODs if bShowOnlyClothSections is true, shows only cloth sections. | Animation/DebugSkelMeshComponent.h | |
void UnregisterExtendedViewportTextDelegate
(
const FDelegateHandle& InDelegateHandle |
Animation/DebugSkelMeshComponent.h | ||
void UnregisterOnDebugForceLODChangedDelegate() |
Animation/DebugSkelMeshComponent.h | ||
void UseInGameBounds
(
bool bUseInGameBounds |
Set to use in-game bounds or bounds calculated from bones | Animation/DebugSkelMeshComponent.h | |
void UsePreSkinnedBounds
(
bool bUsePreSkinnedBounds |
Set to use pre-skinned bounds | Animation/DebugSkelMeshComponent.h |
Overridden from USkeletalMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckClothTeleport() |
To avoid clothing reset while modifying properties in Persona | Animation/DebugSkelMeshComponent.h | |
virtual void ClearAnimNotifyErrors
(
UObject* InSourceNotify |
Animation/DebugSkelMeshComponent.h | ||
virtual void InitAnim
(
bool bForceReinit |
Animation/DebugSkelMeshComponent.h | ||
virtual bool IsWindEnabled() |
Animation/DebugSkelMeshComponent.h | ||
| Animation/DebugSkelMeshComponent.h |
Overridden from USkinnedMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 GetLODBias() |
Animation/DebugSkelMeshComponent.h | ||
virtual void PostInitMeshObject
(
FSkeletalMeshObject* MeshObject |
Animation/DebugSkelMeshComponent.h | ||
virtual void RefreshBoneTransforms
(
FActorComponentTickFunction* TickFunction |
Animation/DebugSkelMeshComponent.h | ||
virtual void SetSkeletalMesh
(
USkeletalMesh* InSkelMesh, |
Animation/DebugSkelMeshComponent.h | ||
virtual bool ShouldCPUSkin() |
Animation/DebugSkelMeshComponent.h | ||
virtual bool ShouldNaniteSkin() |
Animation/DebugSkelMeshComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
Animation/DebugSkelMeshComponent.h | ||
virtual void GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Animation/DebugSkelMeshComponent.h | ||
virtual bool ShouldRenderSelected() |
Engine only draw bounds IF selected | Animation/DebugSkelMeshComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
Animation/DebugSkelMeshComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void TickComponent
(
float DeltaTime, |
Animation/DebugSkelMeshComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
Animation/DebugSkelMeshComponent.h |
Protected
Overridden from USkeletalMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ShouldRunClothTick() |
Overridden to support single clothing ticks. | Animation/DebugSkelMeshComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SendRenderDynamicData_Concurrent() |
Animation/DebugSkelMeshComponent.h |