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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/USkeletalMeshComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
| Include | #include "Components/SkeletalMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysAnim.cpp |
void UpdateKinematicBonesToAnim
(
const TArray < FTransform > & InComponentSpaceTransforms,
ETeleportType Teleport,
bool bNeedsSkinning,
EAllowKinematicDeferral DeferralAllowed
)
Remarks
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. This update is also done for simulating bodies if a teleport is being requested.
Parameters
| Name | Description |
|---|---|
| InComponentSpaceTransforms | Array of bone transforms in component space |
| Teleport | Whether movement is a 'teleport' (ie infers no physics velocity, but moves simulating bodies) or not |
| bNeedsSkinning | Whether we may need to send new triangle data for per-poly skeletal mesh collision |
| AllowDeferral | Whether we can defer actual update of bodies (if 'physics only' collision) |