Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ASkeletalMeshActor
- AAnimationThumbnailSkeletalMeshActor
- ACustomizableSkeletalMeshActor
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/SkeletalMeshActor.h |
| Include | #include "Animation/SkeletalMeshActor.h" |
Syntax
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 | |
|---|---|---|---|
| uint32: 1 | bShouldDoAnimNotifies | Whether or not this actor should respond to anim notifies - CURRENTLY ONLY AFFECTS PlayParticleEffect NOTIFIES | |
| TObjectPtr< class UMaterialInterface > | ReplicatedMaterial0 | Used to replicate the material in index 0 | |
| TObjectPtr< class UMaterialInterface > | ReplicatedMaterial1 | ||
| TObjectPtr< class USkeletalMesh > | ReplicatedMesh | Used to replicate mesh to clients | |
| TObjectPtr< class UPhysicsAsset > | ReplicatedPhysAsset | Used to replicate physics asset to clients |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ASkeletalMeshActor
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| USkeletalMeshComponent * | Returns SkeletalMeshComponent subobject | ||
| void | |||
| void | |||
| void | Replication Notification Callbacks | ||
| void |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | Check SkeletalMeshActor for errors. | ||
| void | EditorReplacedActor
(
AActor* OldActor |
Called by ReplaceSelectedActors to allow a new actor to copy properties from an old actor when it is replaced | |
| bool | GetReferencedContentObjects
(
TArray< UObject* >& Objects |
Used by the "Sync to Content Browser" right-click menu option in the editor. | |
| 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 | |
|---|---|---|---|
| FString | This function actually does the work for the GetDetailedInfo() and is virtual. | ||
| 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 | |
| void | LoadedFromAnotherClass
(
const FName& OldClassName |
Called when the object was loaded from another class via active class redirects. |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bWakeOnLevelStart_DEPRECATED |
See Also
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/