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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ASkeletalMeshActor
- ACaptureCharacter
- ACapturePerformer
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/SkeletalMeshActor.h |
Include | #include "Animation/SkeletalMeshActor.h" |
Syntax
UCLASS (ClassGroup=ISkeletalMeshes, Blueprintable, ComponentWrapperClass, ConversionRoot,
Meta=(ChildCanTick), MinimalAPI)
class ASkeletalMeshActor : public AActor
Remarks
SkeletalMeshActor is an instance of a USkeletalMesh in the world. Skeletal meshes are deformable meshes that can be animated and change their geometry at run-time. Skeletal meshes dragged into the level from the Content Browser are automatically converted to StaticMeshActors.
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bShouldDoAnimNotifies | Whether or not this actor should respond to anim notifies - CURRENTLY ONLY AFFECTS PlayParticleEffect NOTIFIES |
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TObjectPtr< class UMaterialInterface > | ReplicatedMaterial0 | Used to replicate the material in index 0 |
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TObjectPtr< class UMaterialInterface > | ReplicatedMaterial1 | |
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TObjectPtr< class USkeletalMesh > | ReplicatedMesh | Used to replicate mesh to clients |
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TObjectPtr< class UPhysicsAsset > | ReplicatedPhysAsset | Used to replicate physics asset to clients |
Constructors
Type | Name | Description | |
---|---|---|---|
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ASkeletalMeshActor
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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USkeletalMeshComponent * | Returns SkeletalMeshComponent subobject | |
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void | ||
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void | ||
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void | Replication Notification Callbacks | |
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void |
Overridden from AActor
Type | Name | Description | |
---|---|---|---|
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void | Check SkeletalMeshActor for errors. | |
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void | EditorReplacedActor
(
AActor* OldActor |
Called by ReplaceSelectedActors to allow a new actor to copy properties from an old actor when it is replaced |
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bool | GetReferencedContentObjects
(
TArray< UObject* >& Objects |
Used by the "Sync to Content Browser" right-click menu option in the editor. |
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void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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FString | This function actually does the work for the GetDetailedInfo() and is virtual. | |
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void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties |
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void | LoadedFromAnotherClass
(
const FName& OldClassName |
Called when the object was loaded from another class via active class redirects. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bWakeOnLevelStart_DEPRECATED |
See Also
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/