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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- USkinnedMeshComponent
- USkeletalMeshComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
Include | #include "Components/SkeletalMeshComponent.h" |
Syntax
UCLASS (Blueprintable, ClassGroup=(Rendering, Common),
HideCategories=(Object, "Mesh|SkeletalAsset"), Config=Engine, EditInlineNew,
Meta=(BlueprintSpawnableComponent), MinimalAPI)
class USkeletalMeshComponent :
public USkinnedMeshComponent ,
public IInterface_CollisionDataProvider
Remarks
SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset.
Variables
Type | Name | Description | |
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FPhysicsAggregateHandle | Aggregate | Physics-engine representation of aggregate which contains a physics asset instance with more than numbers of bodies. |
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FSingleAnimationPlayData | AnimationData | |
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TEnumAsByte< EAnimationMode::Type > | AnimationMode | Whether to use Animation Blueprint or play Single Animation Asset. |
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TObjectPtr< class UAnimBlueprintGeneratedClass > | AnimBlueprintGeneratedClass | |
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TSubclassOf< UAnimInstance > | AnimClass | The AnimBlueprint class to use. Use 'SetAnimInstanceClass' to change at runtime. |
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FBlendedHeapCurve | AnimCurves | Temporary storage for curves |
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TObjectPtr< UAnimInstance > | AnimScriptInstance | The active animation graph program instance. |
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uint8: 1 | bAllowClothActors | Toggles creation of cloth simulation. |
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uint8: 1 | bAnimTreeInitialised | If true, AnimTree has been initialised. |
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uint8: 1 | bBlendPhysics | Forces use of the physics bodies irrespective of whether they are simulated or using the physics blend weight |
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uint8: 1 | bClothingSimulationSuspended | Whether the clothing simulation is suspended (not the same as disabled, we no longer run the sim but keep the last valid sim data around) |
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uint8: 1 | bCollideWithAttachedChildren | Can't collide with part of attached children if total collision volumes exceed 16 capsules or 32 planes per convex |
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uint8: 1 | bCollideWithEnvironment | Can't collide with part of environment if total collision volumes exceed 16 capsules or 32 planes per convex |
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uint8: 1 | bDeferKinematicBoneUpdate | Optimization Whether animation and world transform updates are deferred. |
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uint8: 1 | bDisableClothSimulation | Disable cloth simulation and play original animation without simulation |
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uint8: 1 | bEnableAnimation | Whether the built-in animation of this component should run when the component ticks. |
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uint8: 1 | bEnableLineCheckWithBounds | If true, line checks will test against the bounding box of this skeletal mesh component and return a hit if there is a collision. |
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uint8: 1 | bEnablePerPolyCollision | Uses skinned data for collision data. |
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uint8: 1 | bEnablePhysicsOnDedicatedServer | If true, simulate physics for this component on a dedicated server. |
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uint8: 1 | bForceCollisionUpdate | Forces the cloth simulation to constantly update its external collisions, at the expense of performance. |
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uint8: 1 | bForceRefpose | Misc If true, force the mesh into the reference pose - is an optimization. |
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uint8: 1 | bHasValidBodies | If true, there is at least one body in the current PhysicsAsset with a valid bone in the current SkeletalMesh |
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uint8: 1 | bIsAutonomousTickPose | True if calling TickPose() from Autonomous networking updates. |
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uint8: 1 | bLocalSpaceKinematics | Temporary fix for local space kinematics. |
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uint8: 1 | bNoSkeletonUpdate | Skips Ticking and Bone Refresh. |
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uint8: 1 | bNotifySyncComponentToRBPhysics | If true, OnSyncComponentToRBPhysics() notify will be called |
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TArray< struct FBodyInstance * > | Bodies | Array of FBodyInstance objects, storing per-instance state about about each body. |
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int32 | BodyIndex | |
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TObjectPtr< class UBodySetup > | BodySetup | Used for per poly collision. |
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uint8: 1 | bOldForceRefPose | If bForceRefPose was set last tick. |
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TArray< FTransform > | BoneSpaceTransforms | Temporary array of local-space (relative to parent bone) rotation/translation for each bone. |
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uint8: 1 | bOnlyAllowAutonomousTickPose | If true TickPose() will not be called from the Component's TickComponent function. |
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uint8: 1 | bOverrideDefaultAnimatingRig | If true, DefaultAnimatingRigOverride will be used. |
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uint8: 1 | bPauseAnims | Pauses this component's animations (doesn't tick them, but still refreshes bones) |
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uint8: 1 | bPrevDisableClothSimulation | To save previous state |
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uint8: 1 | bPropagateCurvesToFollowers | If true, propagates calls to ApplyAnimationCurvesToComponent for follower components, only needed if follower components do not tick themselves |
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uint8: 1 | bPropagateCurvesToSlaves | |
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uint8: 1 | bRequiredBonesUpToDate | If false, indicates that on the next call to UpdateSkelPose the RequiredBones array should be recalculated. |
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uint8: 1 | bResetAfterTeleport | Reset the clothing after moving the clothing position (called teleport) |
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uint8: 1 | bShowPrePhysBones | Bool that enables debug drawing of the skeleton before it is passed to the physics. |
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uint8: 1 | bSimulationUpdatesChildTransforms | Indicates that simulation (if it's enabled) is entirely responsible for children transforms. |
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uint8: 1 | bSkipBoundsUpdateWhenInterpolating | Whether to skip bounds update when interpolating. |
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uint8: 1 | bSkipKinematicUpdateWhenInterpolating | Whether to skip UpdateKinematicBonesToAnim() when interpolating. |
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uint8: 1 | bUpdateAnimationInEditor | If true, this will Tick until disabled |
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uint8: 1 | bUpdateClothInEditor | If true, will play cloth in editor |
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uint8: 1 | bUpdateJointsFromAnimation | If we should pass joint position to joints each frame, so that they can be used by motorized joints to drive the ragdoll based on the animation. |
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uint8: 1 | bUpdateMeshWhenKinematic | If true, then the physics bodies will be used to drive the skeletal mesh even when they are kinematic (not simulating), otherwise the skeletal mesh will be driven by the animation input when the bodies are kinematic |
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uint8: 1 | bUpdateOverlapsOnAnimationFinalize | Controls whether blending in physics bones will refresh overlaps on this component, defaults to true but can be disabled in cases where we know anim->physics blending doesn't meaningfully change overlaps |
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uint8: 1 | bUseRefPoseOnInitAnim | On InitAnim should we set to ref pose (if false use first tick of animation data). |
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bool | bWaitForParallelClothTask | Whether we should stall the Cloth tick task until the cloth simulation is complete. |
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uint16 | CachedAnimCurveUidVersion | Cache AnimCurveUidVersion from Skeleton and this will be used to identify if it needs to be updated |
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float | ClothBlendWeight | Weight to blend between simulated results and key-framed positions if weight is 1.0, shows only cloth simulation results and 0.0 will show only skinned results |
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float | ClothGeometryScale | This scale is applied to all cloth geometry (e.g., cloth meshes and collisions) in order to simulate in a different scale space than world.This scale is not applied to distance-based simulation parameters such as MaxDistance. |
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TSubclassOf< class UClothingSimulationFactory > | ClothingSimulationFactory | Class of the object responsible for |
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float | ClothMaxDistanceScale | |
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EClothingTeleportMode | ClothTeleportMode | Whether we need to teleport cloth. |
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FSkeletalMeshComponentClothTickFunction | ClothTickFunction | |
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float | ClothVelocityScale | Scale applied to the component induced velocity of all cloth particles prior to stepping the cloth solver. |
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TArray< struct FConstraintInstance * > | Constraints | Array of FConstraintInstance structs, storing per-instance state about each constraint. |
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TMap< int32, FClothSimulData > | CurrentSimulationData | Simulation data written back to the component after the simulation has taken place. |
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int32 | DeferredKinematicUpdateIndex | Indicates that this SkeletalMeshComponent has deferred kinematic bone updates until next physics sim if not INDEX_NONE. |
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FSkeletalMeshComponentEndPhysicsTickFunction | EndPhysicsTickFunction | |
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TArray< FBoneIndexType > | FillComponentSpaceTransformsRequiredBones | Temporary array of bone indices required to populate component space transforms |
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float | GlobalAnimRateScale | Used to scale speed of all animations on this skeletal mesh. |
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TEnumAsByte< EKinematicBonesUpdateToPhysics::Type > | KinematicBonesUpdateType | If we are running physics, should we update non-simulated bones based on the animation bone positions. |
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FVector | LineCheckBoundsScale | If bEnableLineCheckWithBounds is true, scale the bounds by this value before doing line check. |
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FOnAnimInitialized | OnAnimInitialized | Broadcast when the components anim instance is initialized. |
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FConstraintBrokenSignature | OnConstraintBroken | Notification when constraint is broken. |
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FPlasticDeformationEventSignature | OnPlasticDeformation | Notification when constraint plasticity drive target changes. |
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FOnSkeletalMeshPropertyChangedMulticaster | OnSkeletalMeshPropertyChanged | |
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TSubclassOf< UAnimInstance > | OverridePostProcessAnimBP | Post-processing AnimBP to use for the given skeletal mesh component, overriding the one set in the skeletal mesh asset. |
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TArray< FPendingRadialForces > | PendingRadialForces | Array of physical interactions for the frame. |
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TEnumAsByte< EPhysicsTransformUpdateMode::Type > | PhysicsTransformUpdateMode | Whether physics simulation updates component transform. |
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TArray< FAnimNodePoseWatch > | PoseWatches | |
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TObjectPtr< UAnimInstance > | PostProcessAnimInstance | An instance created from the PostPhysicsBlueprint property of the skeletal mesh we're using, Runs after (and receives pose from) the main anim instance. |
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int32 | RagdollAggregateThreshold | Threshold for physics asset bodies above which we use an aggregate for broadphase collisions |
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TArray< FBoneIndexType > | RequiredBones | Temporary array of bone indices required this frame. Filled in by UpdateSkelPose. |
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USkeletalMeshComponent | RootBodyData | Index of the 'Root Body', or top body in the asset hierarchy. |
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FVector | RootBoneTranslation | Offset of the root bone from the reference pose. Used to offset bounding box. |
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TArray< TObjectPtr< UAnimInstance > > | SubInstances | Any running linked anim instances |
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FTransform | TransformToRoot |
Constructors
Type | Name | Description | |
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USkeletalMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AccumulateAllBodiesBelowPhysicsBlendWeight
(
const FName& InBoneName, |
Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated |
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void | AddClothCollisionSource
(
USkeletalMeshComponent* InSourceComponent, |
Add a collision source for the cloth on this component. |
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void | AddClothingBounds
(
FBoxSphereBounds& InOutBounds, |
Given bounds InOutBounds, expand them to also enclose the clothing simulation mesh |
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void | AddForceToAllBodiesBelow
(
FVector Force, |
Add a force to all rigid bodies below. |
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void | AddImpulseToAllBodiesBelow
(
FVector Impulse, |
Add impulse to all single rigid bodies below. Good for one time instant burst. |
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void | AllowAnimCurveEvaluation
(
FName NameOfCurve, |
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PRAGMA_ENABLE_DEPRECATION_WARNINGS void | If true, next time that ConditionallyDispatchQueuedAnimEvents() is called it will trigger any queued anim notifies available. | |
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void | ApplyAnimationCurvesToComponent
(
const TMap< FName, float >* InMaterialParameterCurves, |
Apply animation curves to this component |
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void | ApplyDeltaToAllPhysicsTransforms
(
const FVector& DeltaLocation, |
Set physics transforms for all bodies |
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void | Called after modifying Component Space Transforms externally | |
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void | If this component has a valid LeaderPoseComponent then this function makes cloth items on the follower component take the transforms of the cloth items on the leader component instead of simulating separately. | |
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void | ||
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void | BlendInPhysics
(
FTickFunction& ThisTickFunction |
Take the results of the physics and blend them with the animation state (based on the PhysicsWeight parameter), and update the SpaceBases array. |
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void | BlendPhysicsBones
(
TArray< FBoneIndexType >& Bones |
Blend of Physics Bones with PhysicsWeight and Animated Bones with (1-PhysicsWeight) |
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void | BreakConstraint
(
FVector Impulse, |
Break a constraint off a Gore mesh. |
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bool | Returns whether we're able to run a simulation (ignoring the suspend flag) | |
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void | Check linear and angular thresholds for clothing teleport | |
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void | ClearAnimNotifyErrors
(
UObject* InSourceNotify |
Clears currently stored errors. Call before triggering anim notifies for a particular mesh. |
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void | ||
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void | Clear cached animation data generated for URO during evaluation | |
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void | ClearLayerOverlay
(
TSubclassOf< UAnimInstance > InClass |
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void | Clear all Morph Target that are set to this mesh | |
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void | CompleteParallelAnimationEvaluation
(
bool bDoPostAnimEvaluation |
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void | Callback when the parallel clothing task finishes, copies needed data back to component for gamethread | |
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void | ComputeRequiredBones
(
TArray< FBoneIndexType >& OutRequiredBones, |
Computes the required bones in this SkeletalMeshComponent based on current SkeletalMesh, LOD and PhysicsAsset |
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void | ComputeSkinnedPositions
(
USkeletalMeshComponent* Component, |
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void | ComputeSkinnedTangentBasis
(
USkeletalMeshComponent* Component, |
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void | ||
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FRootMotionMovementParams | Consume and return pending root motion from our internal anim instances (main, sub and post) | |
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FRootMotionMovementParams | ConsumeRootMotion_Internal
(
float InAlpha |
Consume and return pending root motion from our internal anim instances (main, sub and post) |
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FTransform | ConvertLocalRootMotionToWorld
(
const FTransform& InTransform |
Take extracted RootMotion and convert it from local space to world space. |
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void | Copy children's cloth collisions to parent, where parent means this component | |
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void | Copy cloth collision sources to this, where parent means components above it in the hierarchy | |
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void | Copy parent's cloth collisions to attached children, where parent means this component | |
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void | ||
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void | DebugDrawClothing
(
FPrimitiveDrawInterface* PDI |
Draw the currently clothing state, using the editor extender interface |
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void | DebugDrawClothingTexts
(
FCanvas* Canvas, |
Draw the currently clothing state, using the editor extender interface |
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void | Handle post evaluation on all anim instances. | |
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void | Prep anim instances for evaluation. | |
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void | EvaluatePostProcessMeshInstance
(
TArray< FTransform >& OutBoneSpaceTransforms, |
Evaluates the post process instance from the skeletal mesh this component is using. |
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void | EvaluatePostProcessMeshInstance
(
TArray< FTransform >& OutBoneSpaceTransforms, |
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void | ExcludeHiddenBones
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
Removes the bones expicitly hidden or hiden by parent. |
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void | ExtractCollisionsForCloth
(
USkeletalMeshComponent* SourceComponent, |
Extract collisions for cloth from this component (given a component we want to apply the data to) |
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bool | FindAttributeChecked
(
const FName& BoneName, |
Templated version to try and retrieve a typed bone attribute's value |
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void | FindClothCollisions
(
FClothCollisionData& OutCollisions |
Find if this component has collisions for clothing and return the results calculated by bone transforms |
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FName | FindConstraintBoneName
(
int32 ConstraintIndex |
Find Constraint Name from index |
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int32 | FindConstraintIndex
(
FName ConstraintName |
Find Constraint Index from the name |
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FConstraintInstance * | FindConstraintInstance
(
FName ConName |
Find instance of the constraint that matches the name supplied. |
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int32 | Find the root body index | |
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void | Used to indicate we should force 'teleport' during the next call to UpdateClothState, This will transform positions and velocities and thus keep the simulation state, just translate it to a new pose. | |
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void | Used to indicate we should force 'teleport and reset' during the next call to UpdateClothState. | |
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void | ForEachAnimInstance
(
TFunctionRef< void(UAnimInstance*)> InFunction |
Calls a function on each of the anim instances that this mesh component hosts, including linked and post-process instances |
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int32 | ForEachBodyBelow
(
FName BoneName, |
Iterates over all bodies below and executes Func. Returns number of bodies found |
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bool | ||
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bool | ||
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bool | ||
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const FBlendedHeapCurve & | Access Curve Array for reading | |
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EAnimationMode::Type | ||
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const FName & | Helper function to get the member name and verify it exists, without making it public | |
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UClass * | GetAnimClass () |
Get the anim instance class via getter callable by sequencer. |
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UAnimInstance * | Returns the animation instance that is driving the class (if available). | |
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FVector | GetBoneLinearVelocity
(
const FName& InBoneName |
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float | GetBoneMass
(
FName BoneName, |
Returns the mass (in kg) of the given bone |
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TArray< FTransform > | This is explicit copy because this buffer is reused during evaluation we want to have reference and emptied during evaluation | |
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TArrayView< const FTransform > | Get the bone space transforms as array view. | |
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const TArray< FTransform > & | Access cached component space transforms | |
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FVector | GetClosestCollidingRigidBodyLocation
(
const FVector& TestLocation |
Iterates through all bodies in our PhysicsAsset and returns the location of the closest bone associated with a body that has collision enabled. |
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bool | GetClosestPointOnPhysicsAsset
(
const FVector& WorldPosition, |
Given a world position, find the closest point on the physics asset. |
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const TArray< FClothCollisionSource > & | ||
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IClothingSimulation * | Get the current clothing simulation (read/write) | |
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const IClothingSimulation * | Get the current clothing simulation (read only) | |
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const IClothingSimulationContext * | Get the current clothing simulation context (read only) | |
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IClothingSimulationContext * | Get the current clothing simulation context (read/write) | |
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UClothingSimulationInteractor * | Get the current interactor for a clothing simulation, if the current simulation supports runtime interaction. | |
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float | Get/Set the max distance scale of clothing mesh vertices | |
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bool | GetClothSimulatedPosition_GameThread
(
const FGuid& AssetGuid, |
If the vertex index is valid for simulated vertices, returns the position in world space |
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FConstraintInstanceAccessor | GetConstraintByName
(
FName ConstraintName, |
Gets a constraint by its name |
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FConstraintInstance * | GetConstraintInstanceByIndex
(
uint32 Index |
Get instance of the constraint that matches the index . |
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bool | GetConstraintProfilePropertiesOrDefault
(
FConstraintProfileProperties& OutProperties, |
Gets the constraint profile properties that a joint drive would adopt if it were set to the given constraint profile. |
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void | GetConstraints
(
bool bIncludesTerminated, |
Gets all the constraints |
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void | GetConstraintsFromBody
(
FName BodyName, |
Gets all the constraints attached to a body |
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const TMap< int32, FClothSimulData > & | Get the current simulation data map for the clothing on this component. | |
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const TMap< int32, FClothSimulData > & | Get the current simulation data map for the clothing on this component. | |
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void | GetCurrentJointAngles
(
FName InBoneName, |
Gets the current Angular state for a named bone constraint |
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UE::Anim::FCurveFilterSettings | GetCurveFilterSettings
(
int32 InLODOverride |
Get the curve settings that will be used for anim evaluation. |
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const UE::Anim::FMeshAttributeContainer & | ||
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TSoftObjectPtr< UObject > | ||
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TSoftObjectPtr< UObject > | ||
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bool | ||
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bool | Gets whether the post process blueprint is currently disabled for this component | |
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const TArray< FName > & | ||
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FBlendedHeapCurve & | Get Access to the current editable Curve Array - uses same buffer as space bases | |
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const FBlendedHeapCurve & | ||
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bool | GetFloatAttribute
(
const FName& BoneName, |
Get float type attribute value. |
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bool | GetFloatAttribute_Ref
(
const FName& BoneName, |
Get float type attribute value. |
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bool | GetIntegerAttribute
(
const FName& BoneName, |
Get integer type attribute value. |
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bool | GetIntegerAttribute_Ref
(
const FName& BoneName, |
Get integer type attribute value. |
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UAnimInstance * | GetLayerSubInstanceByClass
(
TSubclassOf< UAnimInstance > InClass |
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UAnimInstance * | GetLayerSubInstanceByGroup
(
FName InGroup |
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UAnimInstance * | GetLinkedAnimGraphInstanceByTag
(
FName InTag |
Returns the a tagged linked instance node. |
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void | GetLinkedAnimGraphInstancesByTag
(
FName InTag, |
Returns all tagged linked instance nodes that match the tag. |
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PRAGMA_DISABLE_DEPRECATION_WARNINGS const TArray< UAnimInstance * > & | Get the anim instances linked to the main AnimScriptInstance | |
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UAnimInstance * | GetLinkedAnimLayerInstanceByClass
(
TSubclassOf< UAnimInstance > InClass |
Gets the first layer linked instance corresponding to the specified class |
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UAnimInstance * | GetLinkedAnimLayerInstanceByGroup
(
FName InGroup |
Gets the layer linked instance corresponding to the specified group |
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void | GetMirroringRequiredBones
(
const USkeletalMesh* SkeletalMesh, |
Get the bones used for mirroring in the skeletal mesh asset (if any) |
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float | GetMorphTarget
(
FName MorphTargetName |
Get Morph target with given name |
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const TMap< FName, float > & | ||
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const TArray< FPendingRadialForces > & | ||
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float | GetPlayRate () |
Animation play functions |
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float | GetPosition () |
Animation play functions |
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TSubclassOf< UAnimInstance > | Get the post-processing AnimBP to be used for this skeletal mesh component. | |
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UAnimInstance * | Returns the active post process instance is one is available. | |
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void | GetRequiredVirtualBones
(
const USkeletalMesh* SkeletalMesh, |
Get the required virtual bones from the SkeletalMesh Reference Skeleton. |
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void | GetShadowShapeRequiredBones
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
Get the bones required for shadow shapes. |
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TSharedPtr< struct FBoneContainer > | Gets the shared bone container used between all owned anim instances. Creates it on the first call. | |
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UAnimSingleNodeInstance * | ||
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FVector | Returns the center of mass of the skeletal mesh, instead of the root body's location | |
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USkeletalMesh * | Get the SkeletalMesh rendered for this mesh. | |
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FName | Helper function to get the member name and verify it exists, without making it public | |
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void | GetSkinnedTangentBasis
(
USkeletalMeshComponent* Component, |
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FVector3f | GetSkinnedVertexPosition
(
USkeletalMeshComponent* Component, |
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FVector3f | GetSkinnedVertexPosition
(
USkeletalMeshComponent* Component, |
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bool | GetStringAttribute
(
const FName& BoneName, |
Get string type attribute value. |
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bool | GetStringAttribute_Ref
(
const FName& BoneName, |
Get string type attribute value. |
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UAnimInstance * | GetSubInstanceByName
(
FName InTag |
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UAnimInstance * | GetSubInstanceByTag
(
FName InTag |
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void | GetSubInstancesByTag
(
FName InTag, |
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float | Gets the teleportation distance threshold. | |
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float | Gets the teleportation rotation threshold. | |
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float | GetTotalMassBelowBone
(
FName InBoneName |
Utility which returns total mass of all bones below the supplied one in the hierarchy (including this one). |
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bool | GetTransformAttribute
(
const FName& BoneName, |
Get FTransform type attribute value. |
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bool | GetTransformAttribute_Ref
(
const FName& BoneName, |
Get FTransform type attribute value. |
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bool | Return true if currently updating in editor is true this is non BP because this is only used for follower component to detect leader component ticking state | |
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bool | ||
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void | GetUpdateClothSimulationData
(
TMap< int32, FClothSimulData >& OutClothSimData, |
Store cloth simulation data into OutClothSimData |
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bool | HandleExistingParallelEvaluationTask
(
bool bBlockOnTask, |
Management function for if we want to do an evaluation but may already be running one bBlockOnTask - if true and we are currently performing parallel eval we wait for it to finish bPerformPostAnimEvaluation - if true and we are currently performing parallel eval we call PostAnimEvaluation too return true if parallel task was running. |
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bool | Returns whether there are any valid instances to run, currently this means whether we have have an animation instance or a post process instance available to process. | |
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void | InitAnim
(
bool bForceReinit |
Animation |
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void | InitArticulated
(
FPhysScene* PhysScene |
Initialize PhysicsAssetInstance for the physicsAsset |
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void | ||
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bool | InitializeAnimScriptInstance
(
bool bForceReinit, |
|
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void | Initialize SkelControls | |
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void | InstantiatePhysicsAsset
(
const UPhysicsAsset& PhysAsset, |
Instantiates bodies given a physics asset. |
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void | InstantiatePhysicsAssetBodies
(
const UPhysicsAsset& PhysAsset, |
Instantiates only the bodies given a physics asset, not the constraints. |
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void | InstantiatePhysicsAssetRefPose
(
const UPhysicsAsset& PhysAsset, |
Instantiates bodies given a physics asset like InstantiatePhysicsAsset but instead of reading the current component state, this reads the ref-pose from the reference skeleton of the mesh. |
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bool | ||
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bool | IsBodyGravityEnabled
(
FName BoneName |
Checks whether or not gravity is enabled on the given bone. |
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bool | ||
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bool | ||
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bool | Gets whether or not the clothing simulation is currently suspended | |
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bool | IsPlaying () |
Animation play functions |
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bool | Are we currently within PostAnimEvaluation. | |
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bool | Returns whether we are currently trying to run a parallel animation evaluation task. | |
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bool | ||
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bool | K2_GetClosestPointOnPhysicsAsset
(
const FVector& WorldPosition, |
Given a world position, find the closest point on the physics asset. |
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void | K2_SetAnimInstanceClass
(
UClass* NewClass |
|
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void | LinkAnimClassLayers
(
TSubclassOf< UAnimInstance > InClass |
Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. |
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void | LinkAnimGraphByTag
(
FName InTag, |
Runs through all nodes, attempting to find linked instance by name/tag, then sets the class of each node if the tag matches |
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bool | ||
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bool | NeedToSpawnPostPhysicsInstance
(
bool bForceReinit |
|
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void | NotifySkelControlBeyondLimit
(
USkelControlLookAt* LookAt |
Notifier when look at control goes beyond of limit - candidate for delegate |
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void | Notify called just before syncing physics update, called only if bNotifySyncComponentToRBPhysics flag is set | |
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void | OverrideAnimationData
(
UAnimationAsset* InAnimToPlay, |
This overrides current AnimationData parameter in the SkeletalMeshComponent. |
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void | Parallel evaluation wrappers. | |
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void | PerformAnimationEvaluation
(
const USkeletalMesh* InSkeletalMesh, |
Runs the animation evaluation for the current pose into the supplied variables PerformAnimationProcessing runs evaluation based on bInDoEvaluation. |
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void | PerformAnimationEvaluation
(
const USkeletalMesh* InSkeletalMesh, |
|
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void | PerformAnimationProcessing
(
const USkeletalMesh* InSkeletalMesh, |
|
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void | PerformAnimationProcessing
(
const USkeletalMesh* InSkeletalMesh, |
|
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void | Play
(
bool bLooping |
Animation play functions |
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void | PlayAnimation
(
UAnimationAsset* NewAnimToPlay, |
Animation play functions |
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bool | Checked whether we have already ticked the pose this frame | |
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void | PostAnimEvaluation
(
FAnimationEvaluationContext& EvaluationContext |
|
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void | ||
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void | RecalcRequiredBones
(
int32 LODIndex |
Recalculates the RequiredBones array in this SkeletalMeshComponent based on current SkeletalMesh, LOD and PhysicsAsset. |
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void | Recalculates the AnimCurveUids array in RequiredBone of this SkeletalMeshComponent based on current required bone set Is called when Skeleton->IsRequiredCurvesUpToDate() = false | |
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void | Destroys and recreates the clothing actors in the current simulation | |
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void | RegisterClothTick
(
bool bRegister |
Handle registering our pre cloth tick function. |
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void | RegisterEndPhysicsTick
(
bool bRegister |
Handle registering our end physics tick function. |
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FDelegateHandle | RegisterOnLODRequiredBonesUpdate
(
const FOnLODRequiredBonesUpdate& Delegate |
Register/Unregister for OnLODRequiredBonesUpdate callback |
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FDelegateHandle | RegisterOnPhysicsCreatedDelegate
(
const FOnSkelMeshPhysicsCreated& Delegate |
Register/Unregister for physics state creation callback |
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FDelegateHandle | RegisterOnSkeletalMeshPropertyChanged
(
const FOnSkeletalMeshPropertyChanged& Delegate |
Register / Unregister delegates called when the skeletal mesh property is changed |
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FDelegateHandle | RegisterOnTeleportDelegate
(
const FOnSkelMeshTeleported& Delegate |
Register/Unregister for teleport callback |
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void | Remove all clothing actors from their simulation and clear any other necessary clothing data to leave the simulations in a clean state | |
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void | Remove clothing actors from their simulation | |
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void | RemoveClothCollisionSource
(
USkeletalMeshComponent* InSourceComponent, |
Remove a cloth collision source defined by both a component and a physics asset |
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void | RemoveClothCollisionSource
(
USkeletalMeshComponent* InSourceComponent |
Remove a cloth collision source defined by a component |
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void | RemoveClothCollisionSources
(
USkeletalMeshComponent* InSourceComponent |
Remove a cloth collision source defined by a component |
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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. |
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void | Allows you to reset bodies Simulate state based on where bUsePhysics is set to true in the BodySetup. | |
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void | By reset, it will allow all the curves to be evaluated | |
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void | ResetAnimInstanceDynamics
(
ETeleportType InTeleportType |
Informs any active anim instances (main instance, linked instances, post instance) that a dynamics reset is required for example if a teleport occurs. |
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void | Remove all cloth collision sources | |
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void | Reset the teleport mode of a next update to 'Continuous' | |
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void | Reset Root Body Index | |
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void | Resumes a previously suspended clothing simulation, teleporting the clothing on the next tick | |
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void | SendRenderDebugPhysics
(
FPrimitiveSceneProxy* OverrideSceneProxy |
|
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void | SetAllBodiesBelowLinearVelocity
(
const FName& InBoneName, |
Set the linear velocity of the child bodies to match that of the given parent bone |
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void | SetAllBodiesBelowPhysicsBlendWeight
(
const FName& InBoneName, |
Set all of the bones below passed in bone to be simulated |
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void | SetAllBodiesBelowPhysicsDisabled
(
const FName& InBoneName, |
[WARNING: Chaos Only] Set all of the bones below passed in bone to be disabled or not for the associated physics solver Bodies will not be colliding or be part of the physics simulation. |
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void | SetAllBodiesBelowSimulatePhysics
(
const FName& InBoneName, |
Set all of the bones below passed in bone to be simulated |
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void | SetAllBodiesCollisionObjectType
(
ECollisionChannel NewChannel |
Set the movement channel of all bodies |
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void | SetAllBodiesNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision |
Set the rigid body notification state for all bodies. |
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void | SetAllBodiesPhysicsBlendWeight
(
float PhysicsBlendWeight, |
|
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void | SetAllBodiesSimulatePhysics
(
bool bNewSimulate |
Set bSimulatePhysics to true for all bone bodies. |
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void | SetAllMotorsAngularDriveParams
(
float InSpring, |
Set Angular Drive motors params for all constraint instances |
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void | SetAllMotorsAngularPositionDrive
(
bool bEnableSwingDrive, |
Enable or Disable AngularPositionDrive. |
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void | SetAllMotorsAngularVelocityDrive
(
bool bEnableSwingDrive, |
Enable or Disable AngularVelocityDrive. |
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void | SetAllowAnimCurveEvaluation
(
bool bInAllow |
|
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void | SetAllowClothActors
(
bool bInAllow |
Sets whether cloth assets should be created/simulated in this component. |
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void | SetAllowedAnimCurvesEvaluation
(
const TArray< FName >& List, |
Resets, and then only allow the following list to be allowed/disallowed |
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void | SetAllowRigidBodyAnimNode
(
bool bInAllow, |
Sets whether or not to allow rigid body animation nodes for this component |
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void | SetAngularLimits
(
FName InBoneName, |
Sets the Angular Motion Ranges for a named constraint |
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void | SetAnimation
(
UAnimationAsset* NewAnimToPlay |
Animation play functions |
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void | SetAnimationMode
(
EAnimationMode::Type InAnimationMode, |
Below are the interface to control animation when animation mode, not blueprint mode Set the Animation Mode |
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void | SetAnimClass
(
UClass* NewClass |
Set the anim instance class. |
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void | SetAnimInstanceClass
(
UClass* NewClass |
Set the anim instance class. |
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void | SetBodyNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision, |
Changes the value of bNotifyRigidBodyCollision for a given body |
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void | SetBodySimulatePhysics
(
const FName& InBoneName, |
Set a single bone to be simulated (or not) |
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void | SetClothMaxDistanceScale
(
float Scale |
|
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void | SetConstraintProfile
(
FName JointName, |
Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset. |
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void | SetConstraintProfileForAll
(
FName ProfileName, |
Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset for all constraints. |
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void | SetDefaultAnimatingRigOverride
(
TSoftObjectPtr< UObject > InAnimatingRig |
|
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void | SetDisableAnimCurves
(
bool bInDisableAnimCurves |
|
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void | SetDisablePostProcessBlueprint
(
bool bInDisablePostProcess |
Sets whether the post process blueprint is currently running for this component. |
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void | SetEnableBodyGravity
(
bool bEnableGravity, |
Enables or disables gravity for the given bone. |
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void | SetEnableGravityOnAllBodiesBelow
(
bool bEnableGravity, |
Enables or disables gravity to all bodies below the given bone. |
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void | SetEnablePhysicsBlending
(
bool bNewBlendPhysics |
Disable physics blending of bones |
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void | SetForceRefPose
(
bool bNewForceRefPose |
Change whether to force mesh into ref pose (and use cheaper vertex shader) |
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void | SetLayerOverlay
(
TSubclassOf< UAnimInstance > InClass |
|
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void | SetMorphTarget
(
FName MorphTargetName, |
Set Morph Target with Name and Value(0-1) |
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void | SetNamedMotorsAngularPositionDrive
(
bool bEnableSwingDrive, |
Enable or Disable AngularPositionDrive based on a list of bone names |
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void | SetNamedMotorsAngularVelocityDrive
(
bool bEnableSwingDrive, |
Enable or Disable AngularVelocityDrive based on a list of bone names |
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void | SetNotifyRigidBodyCollisionBelow
(
bool bNewNotifyRigidBodyCollision, |
Changes the value of bNotifyRigidBodyCollision on all bodies below a given bone |
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void | SetOverridePostProcessAnimBP
(
TSubclassOf< UAnimInstance > InPostProcessAnimBlueprint, |
Set the post-processing AnimBP to be used for this skeletal mesh component. |
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void | SetPhysicsBlendWeight
(
float PhysicsBlendWeight |
This is global set up for setting physics blend weight This does multiple things automatically If PhysicsBlendWeight == 1.f, it will enable Simulation, and if PhysicsBlendWeight == 0.f, it will disable Simulation. |
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void | SetPlayRate
(
float Rate |
Animation play functions |
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void | SetPosition
(
float InPos, |
Animation play functions |
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void | SetRootBodyIndex
(
int32 InBodyIndex |
Set Root Body Index |
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void | SetSkeletalMeshAsset
(
USkeletalMesh* NewMesh |
Set the SkeletalMesh rendered for this mesh. |
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void | SetSkeletalMeshWithoutResettingAnimation
(
USkeletalMesh* NewMesh |
|
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void | SetSubInstanceClassByTag
(
FName InTag, |
|
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void | SetTeleportDistanceThreshold
(
float Threshold |
Sets the teleportation distance threshold. |
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void | SetTeleportRotationThreshold
(
float Threshold |
Sets the teleportation rotation threshold. |
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void | SetUpdateAnimationInEditor
(
const bool NewUpdateState |
Sets whether or not to force tick component in order to update animation and refresh transform for this component This is supported only in the editor |
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void | SetUpdateClothInEditor
(
const bool NewUpdateState |
Sets whether or not to animate cloth in the editor. |
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bool | ||
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bool | Conditions used to gate when post process events happen. | |
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bool | ||
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bool | ShouldOnlyTickMontages
(
const float DeltaTime |
If VisibilityBasedAnimTickOption == EVisibilityBasedAnimTickOption::OnlyTickMontagesWhenNotRendered Should we tick Montages only? |
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bool | ShouldOnlyTickMontagesAndRefreshBones
(
const float DeltaTime |
|
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bool | ||
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bool | Returns whether we need to run the Cloth Tick or not. | |
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bool | ||
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bool | ||
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void | We detach the Component once we are done playing it. | |
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void | SnapshotPose
(
UPARAM(ref) FPoseSnapshot& Snapshot |
Takes a snapshot of this skeletal mesh component's pose and saves it to the specified snapshot. |
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void | Stop () |
Animation play functions |
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void | Stops simulating clothing, but does not show clothing ref pose. | |
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void | Turn off all physics and remove the instance. | |
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void | TermBodiesBelow
(
FName ParentBoneName |
Terminate physics on all bodies below the named bone, effectively disabling collision forever. |
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void | ||
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void | TickAnimation
(
float DeltaTime, |
Tick Animation system |
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void | TickAnimInstances
(
float DeltaTime, |
Tick all of our anim instances (linked instances, main instance and post process) |
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void | TickClothing
(
float DeltaTime, |
Tick Clothing Animation , basically this is called inside TickComponent |
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void | Toggles whether the post process blueprint will run for this component | |
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void | UnbindClothFromLeaderPoseComponent
(
bool bRestoreSimulationSpace |
If this component has a valid LeaderPoseComponent and has previously had its cloth bound to the MCP, this function will unbind the cloth and resume simulation. |
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void | UnbindClothFromMasterPoseComponent
(
bool bRestoreSimulationSpace |
|
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void | UnlinkAnimClassLayers
(
TSubclassOf< UAnimInstance > InClass |
Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. |
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void | UnregisterOnLODRequiredBonesUpdate
(
const FDelegateHandle& DelegateHandle |
|
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void | UnregisterOnPhysicsCreatedDelegate
(
const FDelegateHandle& DelegateHandle |
|
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void | ||
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void | UnregisterOnTeleportDelegate
(
const FDelegateHandle& DelegateHandle |
|
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void | Update the bone mapping on each body instance. | |
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void | Updates cloth collision inside the cloth asset (from a physics asset). | |
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void | UpdateClothStateAndSimulate
(
float DeltaTime, |
Update the clothing simulation state and trigger the simulation task |
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void | Set the cloth transform update to trigger with no teleport option. | |
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void | UpdateClothTransform
(
ETeleportType TeleportType |
Updates cloth collision outside the cloth asset (environment collision, child collision, etc...) Should be called when scene changes or world position changes |
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void | Update bHasValidBodies flag | |
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void | UpdateKinematicBonesToAnim
(
const TArray< FTransform >& InComponentSpaceTransforms, |
Iterate over each physics body in the physics for this mesh, and for each 'kinematic' (ie fixed or default if owner isn't simulating) one, update its transform based on the animated transform. |
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void | Look up all bodies for broken constraints. | |
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void | ||
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void | Iterate over each joint in the physics for this mesh, setting its AngularPositionTarget based on the animation information. | |
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void | Validates the animation asset or blueprint, making sure it is compatible with the current skeleton | |
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void | Stalls on any currently running clothing simulations. |
Overridden from USkinnedMeshComponent
Type | Name | Description | |
---|---|---|---|
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bool | Allocate Transform Data array including SpaceBases, BoneVisibilityStates | |
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void | Clear any applied ref pose override | |
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void | ||
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void | DispatchParallelTickPose
(
FActorComponentTickFunction* TickFunction |
Parallel Tick Pose In the case where we do not want to refresh bone transforms (and would therefore not normally kick off a parallel eval task) we perform this 'mini tick' that kicks off the task. |
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void | Finalize bone transform of this current tick After this function, any query to bone transform should be latest of the data | |
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void | GetUpdateClothSimulationData_AnyThread
(
TMap< int32, FClothSimulData >& OutClothSimulData, |
Store cloth simulation data into OutClothSimulData. |
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void | HideBone
(
int32 BoneIndex, |
Hides the specified bone. You can also set option for physics body. |
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bool | ||
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bool | ||
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bool | ||
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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.) |
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FDelegateHandle | RegisterOnBoneTransformsFinalizedDelegate
(
const FOnBoneTransformsFinalizedMultiCast::FDelegate& Delegate |
Register/Unregister for OnBoneTransformsFinalized callback |
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void | SetPhysicsAsset
(
UPhysicsAsset* NewPhysicsAsset, |
Override the Physics Asset of the mesh. |
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void | SetPredictedLODLevel
(
int32 InPredictedLODLevel |
Set predicted LOD level. |
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void | SetRefPoseOverride
(
const TArray< FTransform >& NewRefPoseTransforms |
Apply an override for the current mesh ref pose |
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void | SetSkeletalMesh
(
USkeletalMesh* NewMesh, |
Change the SkeletalMesh that is rendered for this Component. |
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void | SetSkinnedAssetAndUpdate
(
USkinnedAsset* InSkinnedAsset, |
Set the new asset to render and update this component (this function is identical to SetSkeletalMesh). |
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bool | Should tick pose (by calling TickPose) in Tick | |
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bool | ShouldUpdateTransform
(
bool bLODHasChanged |
Should update transform in Tick |
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void | TickPose
(
float DeltaTime, |
Tick Pose, this function ticks and do whatever it needs to do in this frame, should be called before RefreshBoneTransforms |
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void | UnHideBone
(
int32 BoneIndex |
Unhides the specified bone. |
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void | Unregister an OnBoneTransformsFinalized callback. | |
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void | Update Follower Component. This gets called when LeaderPoseComponent!=nullptr | |
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bool | Update the PredictedLODLevel and MaxDistanceFactor in the component from its MeshObject. | |
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void | ||
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void | UpdateVisualizeLODString
(
FString& DebugString |
Overridden from UPrimitiveComponent
Type | Name | Description | |
---|---|---|---|
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void | AddRadialForce
(
FVector Origin, |
Add a force to all bodies in this component, originating from the supplied world-space location. |
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void | AddRadialImpulse
(
FVector Origin, |
Add an impulse to all rigid bodies in this component, radiating out from the specified position. |
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float | CalculateMass
(
FName BoneName |
Returns the calculated mass in kg. |
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bool | Determines whether or not the simulate physics setting can be edited interactively on this component | |
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bool | ComponentIsTouchingSelectionBox
(
const FBox& InSelBBox, |
Determines whether the supplied bounding box intersects with the component. |
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bool | ComponentIsTouchingSelectionFrustum
(
const FConvexVolume& InFrustum, |
Determines whether the supplied frustum intersects with the component. |
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bool | ComponentOverlapComponentImpl
(
UPrimitiveComponent* PrimComp, |
Override this method for custom behavior for ComponentOverlapComponent() |
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bool | ComponentOverlapMultiImpl
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps |
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FBodyInstance * | GetBodyInstance
(
FName BoneName, |
Returns BodyInstance of the component. |
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UBodySetup * | GetBodySetup () |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
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FTransform | If PhysicsTransformUpdateMode is set to SimulationUpatesComponentTransform, this returns the world-space transform of the body passed in (assumed to be the root body), after applying the TransformToRoot offset. | |
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float | GetMass () |
Returns the mass of this component in kg. |
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bool | GetSquaredDistanceToCollision
(
const FVector& Point, |
Returns The square of the distance to closest Body Instance surface. |
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void | GetWeldedBodies
(
TArray< FBodyInstance* >& OutWeldedBodies, |
Adds the bodies that are currently welded to the OutWeldedBodies array |
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bool | Returns if any body in this component is currently awake and simulating. | |
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bool | Returns whether this component is affected by gravity. | |
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bool | IsShown
(
const FEngineShowFlags& ShowFlags |
Would this primitive be shown with these rendering flags. |
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bool | LineTraceComponent
(
FHitResult& OutHit, |
Trace a ray against just this component. |
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void | OnComponentCollisionSettingsChanged
(
bool bUpdateOverlaps |
Called when the BodyInstance ResponseToChannels, CollisionEnabled or bNotifyRigidBodyCollision changes, in case subclasses want to use that information. |
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bool | OverlapComponent
(
const FVector& Pos, |
|
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void | Force all bodies in this component to sleep. | |
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void | SetAllMassScale
(
float InMassScale |
Change the mass scale used fo all bodies in this component |
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void | SetAllPhysicsAngularVelocityInRadians
(
FVector const& NewAngVel, |
Set the angular velocity of all bodies in this component. |
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void | SetAllPhysicsLinearVelocity
(
FVector NewVel, |
Set the linear velocity of all bodies in this component. |
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void | SetAllPhysicsPosition
(
FVector NewPos |
Set the position of all bodies in this component. |
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void | SetAllPhysicsRotation
(
const FQuat& NewRot |
Set the rotation of all bodies in this component. |
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void | SetAllPhysicsRotation
(
FRotator NewRot |
Set the rotation of all bodies in this component. |
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void | SetAllUseCCD
(
bool InUseCCD |
Set whether all bodies in this component should use Continuous Collision Detection |
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void | SetCollisionObjectType
(
ECollisionChannel Channel |
Set the collision object type on the skeletal mesh |
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void | SetEnableGravity
(
bool bGravityEnabled |
Enables/disables whether this component is affected by gravity. |
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void | SetNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision |
Changes the value of bNotifyRigidBodyCollision |
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void | SetPhysMaterialOverride
(
UPhysicalMaterial* NewPhysMaterial |
Changes the current PhysMaterialOverride for this component. |
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void | SetSimulatePhysics
(
bool bSimulate |
When this component is a simple/single body, this will enable or disable simulation on that body. |
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bool | SweepComponent
(
FHitResult& OutHit, |
Trace a shape against just this component. |
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void | ||
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void | Internal function that updates physics objects to match the component collision settings. | |
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void | Ensure simulation is running for all bodies in this component. |
Overridden from USceneComponent
Type | Name | Description | |
---|---|---|---|
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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const bool | Skeletal mesh component should not be able to have its mobility set to static | |
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bool | Returns whether the specified body is currently using physics simulation | |
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bool | IsSimulatingPhysics
(
FName BoneName |
Returns whether the specified body is currently using physics simulation |
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bool | MoveComponentImpl
(
const FVector& Delta, |
Override this method for custom behavior for MoveComponent |
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void | OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
Native callback when this component is moved |
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bool | UpdateOverlapsImpl
(
const TOverlapArrayView* NewPendingOverlaps, |
Queries world and updates overlap tracking state for this component. |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | BeginPlay () |
Used to detach physics objects before simulation begins. |
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TStructOnScope< FActorComponentInstanceData > | Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation | |
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void | Initializes the component. | |
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void | OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed |
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void | Used to create any physics engine information for this component | |
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void | Used to shut down and physics engine structure for this component | |
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void | Allows components to wait on outstanding tasks prior to sending EOF update data. | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
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void | RegisterComponentTickFunctions
(
bool bRegister |
Virtual call chain to register all tick functions |
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bool | Return true if this component needs to sync to tasks before end of frame updates are executed | |
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void | Called to send dynamic data for this component to the rendering thread | |
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void | SetComponentTickEnabled
(
bool bEnabled |
Set this component's tick functions to be enabled or disabled. |
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bool | Return true if CreatePhysicsState() should be called. | |
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void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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void | LoadedFromAnotherClass
(
const FName& OldClassName |
Called when the object was loaded from another class via active class redirects. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from INavRelevantInterface
Type | Name | Description | |
---|---|---|---|
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bool | DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
Collects custom navigable geometry of component. |
Overridden from IPhysicsComponent
Type | Name | Description | |
---|---|---|---|
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TArray< Chaos::FPhysicsObject * > | ||
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Chaos::FPhysicsObject * | GetPhysicsObjectById
(
Chaos::FPhysicsObjectId Id |
|
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Chaos::FPhysicsObject * | GetPhysicsObjectByName
(
const FName& Name |
Classes
Type | Name | Description | |
---|---|---|---|
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FPendingRadialForces |
Typedefs
Name | Description |
---|---|
FOnSkeletalMeshPropertyChanged | |
FOnSkeletalMeshPropertyChangedMulticaster |
Constants
Name | Description |
---|---|
OnLODRequiredBonesUpdate | Static Multicaster fired when this component finalizes the regeneration of the required bones list for the current LOD |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TObjectPtr< class UAnimBlueprint > | AnimationBlueprint_DEPRECATED | The blueprint for creating an AnimationScript. |
See Also
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/