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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- USkinnedMeshComponent
- UPoseableMeshComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/PoseableMeshComponent.h |
| Include | #include "Components/PoseableMeshComponent.h" |
Syntax
class UPoseableMeshComponent : public USkinnedMeshComponent
Remarks
UPoseableMeshComponent that allows bone transforms to be driven by blueprint.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FTransform > | BoneSpaceTransforms | Temporary array of local-space (ie relative to parent bone) rotation/translation/scale for each bone. | |
| FBoneContainer | RequiredBones |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UPoseableMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CopyPoseFromSkeletalComponent
(
USkeletalMeshComponent* InComponentToCopy |
||
| void | Take the BoneSpaceTransforms array (translation vector, rotation quaternion and scale vector) and update the array of component-space bone transformation matrices (SpaceBases). | ||
| FVector | GetBoneLocationByName
(
FName BoneName, |
||
| FRotator | GetBoneRotationByName
(
FName BoneName, |
||
| FVector | GetBoneScaleByName
(
FName BoneName, |
||
| const TArray< FTransform > & | We need this for template function in the cpp skeletalmeshcomponent hides this property, so now creating extra getter for poseablemeshcomponent although it's fine for poseablemeshcomponent to have this as external note that their signature is different, but the template would workf ine | ||
| FTransform | GetBoneTransformByName
(
FName BoneName, |
||
| bool | |||
| void | |||
| void | ResetBoneTransformByName
(
FName BoneName |
||
| void | SetBoneLocationByName
(
FName BoneName, |
||
| void | SetBoneRotationByName
(
FName BoneName, |
||
| void | SetBoneScaleByName
(
FName BoneName, |
||
| void | SetBoneTransformByName
(
FName BoneName, |
Overridden from USkinnedMeshComponent
| Type | Name | Description | |
|---|---|---|---|
| bool | Allocate Transform Data array including SpaceBases, BoneVisibilityStates | ||
| 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 | ShouldUpdateTransform
(
bool bLODHasChanged |
Should update transform in Tick |