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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UStreamableRenderAsset
- USkinnedAsset
- USkeletalMesh
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMesh.h |
Include | #include "Engine/SkeletalMesh.h" |
Syntax
UCLASS (HideCategories=Object, BlueprintType, MinimalAPI)
class USkeletalMesh :
public USkinnedAsset ,
public IInterface_CollisionDataProvider ,
public IInterface_AssetUserData ,
public INodeMappingProviderInterface
Remarks
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc).
Variables
Type | Name | Description | |
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TObjectPtr< class UAssetImportData > | AssetImportData | Importing data and options used for this mesh |
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TArray< TObjectPtr< UAssetUserData > > | AssetUserData | Array of user data stored with the asset |
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TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly | Array of user data stored with the asset |
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uint8: 1 | bEnablePerPolyCollision | Uses skinned data for collision data. |
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uint8: 1 | bHasActiveClothingAssets | Caching optimization to avoid recalculating in non-editor builds |
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bool | bHasCustomDefaultEditorCamera | Should we use a custom camera transform when viewing this mesh in the tools |
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uint8: 1 | bHasVertexColors | Whether or not the mesh has vertex colors |
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TObjectPtr< class UBodySetup > | BodySetup | Physics data for the per poly collision case. |
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float | BoneDrawSize | The visual size of the bones in the viewport (saved between sessions). This is set from the viewport Character>Bones menu. |
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bool | bOverrideLODStreamingSettings | Whether this skeletal mesh overrides default LOD streaming settings. |
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uint32: 1 | bRequiresLODHysteresisConversion | If true on post load we need to calculate resolution independent LOD hysteresis from the loaded LOD hysteresis. |
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uint32: 1 | bRequiresLODScreenSizeConversion | If true on post load we need to calculate resolution independent Display Factors from the loaded LOD screen sizes. |
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FPerPlatformBool | bSupportLODStreaming | Whether we can stream the LODs of this mesh |
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uint8: 1 | bSupportRayTracing | If true, a ray tracing acceleration structure will be built for this mesh and it may be used in ray tracing effects |
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EClothLODBiasMode | ClothLODBiasMode | Set the strategy used for storing the additional cloth deformer mappings depending on the desired use of Raytracing LOD bias. |
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TSoftObjectPtr< UObject > | DefaultAnimatingRig | The Default Control Rig To Animate with when used in Sequnecer. |
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FVector | DefaultEditorCameraLocation | Default camera location |
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FVector | DefaultEditorCameraLookAt | Default camera look at |
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float | DefaultEditorCameraOrthoZoom | Default camera ortho zoom |
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FRotator | DefaultEditorCameraRotation | Default camera rotation |
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TObjectPtr< UMeshDeformer > | DefaultMeshDeformer | Default mesh deformer to use with this mesh. |
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FPerPlatformBool | DisableBelowMinLodStripping | When true all lods below minlod will still be cooked |
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float | FloorOffset | Height offset for the floor mesh in the editor |
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TObjectPtr< USkeletalMeshLODSettings > | LODSettings | |
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TArray< FSkeletalMaterial > | Materials | List of materials applied to this mesh. |
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FPerPlatformInt | MaxNumOptionalLODs | Maximum number of LODs below min LOD level that can be saved to optional pak (currently, need to be either 0 or > num of LODs below MinLod) |
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FPerPlatformInt | MaxNumStreamedLODs | Maximum number of LODs that can be streamed |
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TArray< TObjectPtr< UClothingAssetBase > > | MeshClothingAssets | Clothing assets imported to this mesh. |
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FPerPlatformInt | MinLod | Minimum LOD to render. |
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FPerQualityLevelInt | MinQualityLevelLOD | |
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TMap< FName, int32 > | MorphTargetIndexMap | Map of morph target name to index into USkeletalMesh::MorphTargets |
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TArray< TObjectPtr< UMorphTarget > > | MorphTargets | |
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FMeshNaniteSettings | NaniteSettings | Settings related to building Nanite data. |
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FVector | NegativeBoundsExtension | Bound extension values in addition to imported bound in the negative direction of XYZ, positive value increases bound size and negative value decreases bound size. |
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TArray< TObjectPtr< class UNodeMappingContainer > > | NodeMappingData | Mapping data that is saved |
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FOnMeshChanged | OnMeshChanged | |
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TObjectPtr< class UMaterialInterface > | OverlayMaterial | Default translucent material to blend on top of this mesh. |
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float | OverlayMaterialMaxDrawDistance | Default max draw distance for overlay material. |
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TObjectPtr< class UPhysicsAsset > | PhysicsAsset | Physics and collision information used for this USkeletalMesh, set up in Physics Asset Editor. |
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FVector | PositiveBoundsExtension | The properties below are protected to force the use of the Set* methods for this data in code so we can keep the extended bounds up to date after changing the data. |
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TSubclassOf< UAnimInstance > | PostProcessAnimBlueprint | Animation Blueprint class to run as a post process for this mesh. |
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FPreviewAssetAttachContainer | PreviewAttachedAssetContainer | Attached assets component for this mesh |
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int32 | RayTracingMinLOD | LOD bias for ray tracing. |
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TArray< FMatrix44f > | RefBasesInvMatrix | Reference skeleton precomputed bases. |
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FReferenceSkeleton | RefSkeleton | New Reference skeleton type |
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FRenderCommandFence | ReleaseResourcesFence | A fence which is used to keep track of the rendering thread releasing the static mesh resources. |
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FSkeletalMeshSamplingInfo | SamplingInfo | Defines if and how to generate a set of precomputed data allowing targeted and fast sampling of this mesh on the CPU. |
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TObjectPtr< class UPhysicsAsset > | ShadowPhysicsAsset | Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. |
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TObjectPtr< USkeleton > | Skeleton | Skeleton of this skeletal mesh |
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TEnumAsByte< EAxis::Type > | SkelMirrorAxis | |
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TEnumAsByte< EAxis::Type > | SkelMirrorFlipAxis | |
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TArray< struct FBoneMirrorInfo > | SkelMirrorTable | List of bones that should be mirrored. |
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TArray< FSkinWeightProfileInfo > | SkinWeightProfiles | Set of skin weight profiles associated with this mesh |
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TObjectPtr< UThumbnailInfo > | ThumbnailInfo | Information for thumbnail rendering |
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FGuid | VertexColorGuid | The guid to compute the ddc key, it must be dirty when we change the vertex color. |
Constructors
Type | Name | Description | |
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USkeletalMesh
(
const FObjectInitializer& ObjectInitializer |
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USkeletalMesh
(
FVTableHelper& Helper |
This is declared so we can use TUniquePtr |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddBoneToReductionSetting
(
int32 LODIndex, |
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void | AddBoneToReductionSetting
(
int32 LODIndex, |
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void | AddClothingAsset
(
UClothingAssetBase* InNewAsset |
Adds an asset to this mesh with validation and event broadcast |
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int32 | AddLODInfo
(
const FSkeletalMeshLODInfo& NewLODInfo |
Add New LOD info entry with entryThis is used by import code, where they want to override this |
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FSkeletalMeshLODInfo & | AddLODInfo () |
Add New LOD info entry to LODInfo array |
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void | AddSkinWeightProfile
(
const FSkinWeightProfileInfo& Profile |
|
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void | AddSocket
(
USkeletalMeshSocket* InSocket, |
Add a skeletal socket object to this SkeletalMesh, and optionally promotes it to USkeleton socket. |
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void | Allocate a new FSkeletalMeshRenderData and assign to SkeletalMeshRenderData member. | |
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void | Build () |
If derive data cache key do not match, regenerate derived data and re-create any render state based on that. |
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void | Trigger a physics build to ensure per poly collision is created | |
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void | Calculate the extended bounds based on the imported bounds and the extension values | |
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void | Setup-only routines - not concerned with the instance. | |
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void | CalculateRequiredBones
(
FSkeletalMeshLODModel& LODModel, |
Calculate the required bones for a Skeletal Mesh LOD, including possible extra influences |
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void | Cancels any pending static mesh streaming actions if possible. | |
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void | Clears a all stored mesh descriptions on all LODs and releases their memory. | |
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void | ClearMeshDescription
(
const int32 InLODIndex |
Clears a stored mesh description and releases its memory. |
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void | ClearMeshDescriptionAndBulkData
(
const int32 InLODIndex |
Clears the stored mesh description and the bulk data. |
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bool | CloneMeshDescription
(
const int32 InLODIndex, |
Returns the MeshDescription object associated with the given LOD index. |
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bool | CommitMeshDescription
(
const int32 InLODIndex, |
Commits the stored mesh description object to bulk storage. |
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bool | Compute whether or not any bound clothing assets exist for this mesh | |
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void | Convert legacy screen size (based on fixed resolution) into screen size (diameter in screen units) | |
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void | CopyImportedData
(
int32 SrcLODIndex, |
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void | ||
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FMeshDescription * | CreateMeshDescription
(
const int32 InLODIndex, |
Creates a new mesh description at the LOD index given, moving the contents of the given mesh description into it. |
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FMeshDescription * | CreateMeshDescription
(
const int32 InLODIndex |
Creates a new, empty mesh description at the LOD index given. |
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void | Verify SkeletalMeshLOD is set up correctly | |
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void | DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
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void | DeclareCustomVersions
(
FArchive& Ar, |
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void | ||
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void | EmptyLODImportData
(
const int32 LODIndex |
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UMorphTarget * | FindMorphTargetAndIndex
(
FName MorphTargetName, |
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USkeletalMeshSocket * | FindSocketAndIndex
(
FName InSocketName, |
Find a socket object in this SkeletalMesh by name. |
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void | Flush current render state | |
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void | ForceBulkDataResident
(
const int32 LODIndex |
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TConstArrayView< FSkeletalMeshSourceModel > | Returns all source models as immutable. | |
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TArrayView< FSkeletalMeshSourceModel > | Returns all source models. See GetSourceModel for description of what each source model contains. | |
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UAssetImportData * | ||
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FName | ||
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const UAnimSequence * | GetBakePose
(
int32 LODIndex |
Get BakePose for the given LOD |
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FName | ||
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UBodySetup * | GetBodySetup () |
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FName | ||
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UClothingAssetBase * | GetClothingAsset
(
const FGuid& InAssetGuid |
Get a clothing asset from its associated GUID (returns nullptr if no match is found) |
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int32 | GetClothingAssetIndex
(
UClothingAssetBase* InAsset |
Get the index in the clothing asset array for a given asset (INDEX_NONE if InAsset isn't in the array) |
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int32 | GetClothingAssetIndex
(
const FGuid& InAssetGuid |
Get the index in the clothing asset array for a given asset GUID (INDEX_NONE if there is no match) |
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void | GetClothingAssetsInUse
(
TArray< UClothingAssetBase* >& OutClothingAssets |
Populates OutClothingAssets with all clothing assets that are mapped to sections in the mesh. |
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EClothLODBiasMode | ||
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TSoftObjectPtr< UObject > | ||
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FName | ||
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const FVector & | ||
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FName | ||
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const FVector & | ||
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FName | ||
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float | ||
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FName | ||
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const FRotator & | ||
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FName | ||
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const USkeletalMeshLODSettings * | Get Default LOD Setting of this mesh | |
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FString | Generate the derived data key used to fetch derived data | |
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FName | ||
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bool | GetEnableLODStreaming
(
const ITargetPlatform* TargetPlatform |
Get whether this mesh should use LOD streaming for the given platform. |
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bool | ||
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FName | ||
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float | ||
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FName | ||
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FName | ||
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bool | ||
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FName | ||
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bool | ||
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FName | ||
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FBoxSphereBounds | Get the original imported bounds of the skel mesh | |
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void | GetLODImportedDataVersions
(
const int32 LODIndex, |
|
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FName | ||
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USkeletalMeshLODSettings * | ||
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const USkeletalMeshLODSettings * | ||
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FName | ||
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FName | ||
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int32 | GetMaxNumOptionalLODs
(
const ITargetPlatform* TargetPlatform |
Get the maximum number of optional LODs. |
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const FPerPlatformInt & | ||
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FName | ||
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int32 | GetMaxNumStreamedLODs
(
const ITargetPlatform* TargetPlatform |
Get the maximum number of LODs that can be streamed. |
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const FPerPlatformInt & | ||
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FName | ||
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const TArray< UClothingAssetBase * > & | ||
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TArray< TObjectPtr< UClothingAssetBase > > & | ||
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FName | ||
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FMeshDescription * | GetMeshDescription
(
const int32 InLODIndex |
Returns the MeshDescription object associated with the given LOD index. |
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TArray< TObjectPtr< USkeletalMeshSocket > > & | Returns the mesh only socket list - this ignores any sockets in the skeleton Return value is a non-const reference so the socket list can be changed | |
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const TArray< USkeletalMeshSocket * > & | Const version Returns the mesh only socket list - this ignores any sockets in the skeleton Return value is a non-const reference so the socket list can be changed | |
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void | GetMinLODForQualityLevels
(
TMap< EPerQualityLevels, int32 >& QualityLevelMinimumLODs, |
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FName | ||
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const TMap< FName, int32 > & | ||
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TMap< FName, int32 > & | ||
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FName | ||
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FName | ||
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TArray< UMorphTarget * > | NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. | |
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const FVector & | Get bound extension values in the negative direction of XYZ | |
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FName | ||
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UNodeMappingContainer * | GetNodeMappingContainer
(
UBlueprint* SourceAsset |
|
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const TArray< class UNodeMappingContainer * > & | ||
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TArray< TObjectPtr< class UNodeMappingContainer > > & | ||
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FName | ||
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int32 | End USkeletalMeshEditorData public skeletalmesh API. | |
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int32 | Returns the number of triangles of the Nanite representation of this mesh. | |
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int32 | Returns the number of vertices of the Nanite representation of this mesh. | |
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int32 | ||
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int32 | Returns the number of source models. | |
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FOnMeshChanged & | ||
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const FOnMeshChanged & | ||
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FSimpleMulticastDelegate & | ||
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bool | ||
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FName | ||
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FName | ||
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void | GetPlatformSkeletalMeshRenderData
(
const ITargetPlatform* Platform, |
Get a skeletal mesh render data for requested platform. |
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const FVector & | Get bound extension values in the positive direction of XYZ | |
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FName | ||
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int32 | ||
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TSubclassOf< UAnimInstance > | ||
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FName | ||
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int32 | ||
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const FPreviewAssetAttachContainer & | ||
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FPreviewAssetAttachContainer & | ||
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const FPerQualityLevelInt & | ||
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FName | ||
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FSkeletalMeshOptimizationSettings | GetReductionSettings
(
int32 LODIndex |
Get a copy of the reduction settings for a specified LOD index. |
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FName | ||
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FMatrix | GetRefPoseMatrix
(
int32 BoneIndex |
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FName | ||
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bool | ||
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bool | ||
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const FSkeletalMeshSamplingInfo & | ||
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FName | ||
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const UClothingAssetBase * | GetSectionClothingAsset
(
int32 InLodIndex, |
|
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UClothingAssetBase * | GetSectionClothingAsset
(
int32 InLodIndex, |
Given an LOD and section index, retrieve a clothing asset bound to that section. |
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FName | ||
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FName | ||
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const TArray< FSkinWeightProfileInfo > & | ||
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TArray< FSkinWeightProfileInfo > & | ||
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USkeletalMeshSocket * | GetSocketByIndex
(
int32 Index |
Returns a socket by index. |
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FText | GetSourceFileLabelFromIndex
(
int32 SourceFileIndex |
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const FSkeletalMeshSourceModel & | GetSourceModel
(
const int32 InLODIndex |
Returns the source model object for the skeletal mesh of a given LOD. |
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FSkeletalMeshSourceModel & | GetSourceModel
(
const int32 InLODIndex |
Returns the source model object for the skeletal mesh of a given LOD. |
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const FPerPlatformBool & | ||
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FName | ||
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UThumbnailInfo * | ||
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FName | ||
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TMap< FVector3f, FColor > | GetVertexColorData
(
const uint32 PaintingMeshLODIndex |
Returns vertex color data by position. |
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FGuid | ||
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FName | ||
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bool | Get whether or not any bound clothing assets exist for this mesh | |
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bool | HasActiveClothingAssetsForLOD
(
int32 LODIndex |
Get whether or not any bound clothing assets exist for this mesh's given LOD |
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bool | This is a bit hacky. | |
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bool | This is a bit hacky. | |
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bool | HasMeshDescription
(
const int32 InLODIndex |
Returns `true_ if this LOD has a mesh description to generate render data from. |
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void | InitMorphTargets
(
bool bInKeepEmptyMorphTargets |
Initialize MorphSets look up table : MorphTargetIndexMap |
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void | Initialize morph targets and rebuild the render data | |
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void | Initialize the mesh's render resources. | |
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void | Force the creation of a new GUID use to build the derive data cache key. | |
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bool | IsLODImportedDataBuildAvailable
(
const int32 LODIndex |
|
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bool | IsLODImportedDataEmpty
(
const int32 LODIndex |
|
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bool | Returns true if this skeletal mesh should have Nanite built for it. | |
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bool | ||
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bool | IsReductionActive
(
int32 LODIndex |
Return true if the reduction settings are setup to reduce a LOD |
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bool | IsSectionUsingCloth
(
int32 InSectionIndex, |
Checks whether the provided section is using APEX cloth. |
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bool | ||
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TArray< FString > | Returns the list of all morph targets of this skeletal mesh | |
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void | LoadLODImportedData
(
const int32 LODIndex, |
USkeletalMeshEditorData public skeletalmesh API We do not want skeletal mesh client to use directly the asset(function GetMeshEditorData) We have to maintain some sync between the LODModels and the asset to avoid loading the asset when building the DDC key. |
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FEvent * | Lock the skeletalmesh properties until the caller trigger the Event parameter. | |
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bool | ModifyMeshDescription
(
const int32 InLODIndex, |
Mark the bulk data as dirty so that it can be transacted for undo/redo. |
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int32 | NumSockets () |
Returns the number of sockets available. Both on this mesh and it's skeleton. |
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void | OnLodStrippingQualityLevelChanged
(
IConsoleVariable* Variable |
|
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FOnPostMeshCache & | Get multicast delegate broadcast post to mesh data caching | |
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void | Called to rebuild an out-of-date or invalid socket map | |
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bool | RegisterMorphTarget
(
UMorphTarget* MorphTarget, |
If name conflicts, it will overwrite the reference |
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FDelegateHandle | RegisterOnClothingChange
(
const FSimpleMulticastDelegate::FDelegate& InDelegate |
Delegates for asset editor events |
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void | Release CPU access version of buffer | |
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void | Releases the mesh's render resources. | |
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void | Releases all allocated Skin Weight Profile resources, assumes none are currently in use | |
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void | RemoveClothingAsset
(
int32 InLodIndex, |
If the given section of the specified LOD has a clothing asset, unbind it's data and remove it from the asset array |
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void | Clothing used to require the original section to be hidden and duplicated to a new rendered section. | |
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void | RemoveLODInfo
(
int32 Index |
Remove LOD info of given index |
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void | RemoveMeshSection
(
int32 InLodIndex, |
Removes a specified section from the skeletal mesh, this is a destructive action |
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bool | RemoveMorphTargets
(
TConstArrayView< FName > InMorphTargetNames |
Remove the morph targets with the specified names |
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bool | RenameMorphTarget
(
FName InOldName, |
Rename the morph target named InOldName to InNewName |
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void | ReserveLODImportData
(
int32 MaxLODIndex |
|
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void | ResetLODInfo () |
Reset whole entry |
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void | SaveLODImportedData
(
const int32 LODIndex, |
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void | SetAssetImportData
(
UAssetImportData* InAssetImportData |
|
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void | SetBodySetup
(
UBodySetup* InBodySetup |
|
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void | SetClothLODBiasMode
(
EClothLODBiasMode InClothLODBiasMode |
|
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void | SetDefaultAnimatingRig
(
TSoftObjectPtr< UObject > InAnimatingRig |
|
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void | SetDefaultEditorCameraLocation
(
FVector InDefaultEditorCameraLocation |
|
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void | SetDefaultEditorCameraLookAt
(
FVector InDefaultEditorCameraLookAt |
|
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void | SetDefaultEditorCameraOrthoZoom
(
float InDefaultEditorCameraOrthoZoom |
|
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void | SetDefaultEditorCameraRotation
(
FRotator InDefaultEditorCameraRotation |
|
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void | SetDefaultMeshDeformer
(
UMeshDeformer* InMeshDeformer |
Set the default mesh deformer used by this mesh. |
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void | SetDisableBelowMinLodStripping
(
FPerPlatformBool InDisableBelowMinLodStripping |
|
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void | SetEnablePerPolyCollision
(
bool bInEnablePerPolyCollision |
|
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void | SetFloorOffset
(
float InFloorOffset |
|
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void | SetHasActiveClothingAssets
(
const bool InbHasActiveClothingAssets |
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void | SetHasBeenSimplified
(
bool bInHasBeenSimplified |
|
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void | SetHasCustomDefaultEditorCamera
(
bool bInHasCustomDefaultEditorCamera |
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void | SetHasVertexColors
(
bool InbHasVertexColors |
|
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void | SetImportedBounds
(
const FBoxSphereBounds& InBounds |
Set the original imported bounds of the skel mesh, will recalculate extended bounds |
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void | SetLODImportedDataVersions
(
const int32 LODIndex, |
|
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void | SetLODSettings
(
USkeletalMeshLODSettings* InLODSettings |
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void | SetMaterials
(
const TArray< FSkeletalMaterial >& InMaterials |
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void | SetMaxNumOptionalLODs
(
FPerPlatformInt InMaxNumOptionalLODs |
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void | SetMaxNumStreamedLODs
(
FPerPlatformInt InMaxNumStreamedLODs |
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void | SetMeshClothingAssets
(
const TArray< UClothingAssetBase* >& InMeshClothingAssets |
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void | SetMinLod
(
FPerPlatformInt InMinLod |
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void | SetMinLODForQualityLevels
(
const TMap< EPerQualityLevels, int32 >& QualityLevelMinimumLODs, |
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void | SetMinLodIdx
(
int32 InMinLOD |
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void | SetMorphTargetIndexMap
(
const TMap< FName, int32 >& InMorphTargetIndexMap |
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void | SetMorphTargets
(
const TArray< UMorphTarget* >& InMorphTargets |
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void | SetNegativeBoundsExtension
(
const FVector& InExtension |
Set bound extension values in the negative direction of XYZ, positive value increases bound size |
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void | SetNodeMappingData
(
const TArray< class UNodeMappingContainer* >& InNodeMappingData |
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void | SetOverlayMaterial
(
UMaterialInterface* NewOverlayMaterial |
Change the default overlay material used by this mesh |
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void | SetOverlayMaterialMaxDrawDistance
(
float InMaxDrawDistance |
Change the default overlay material max draw distance used by this mesh |
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void | SetOverrideLODStreamingSettings
(
bool bInOverrideLODStreamingSettings |
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void | SetPhysicsAsset
(
UPhysicsAsset* InPhysicsAsset |
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void | SetPositiveBoundsExtension
(
const FVector& InExtension |
Set bound extension values in the positive direction of XYZ, positive value increases bound size |
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void | SetPostEditChangeStackCounter
(
int32 InPostEditChangeStackCounter |
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void | SetPostProcessAnimBlueprint
(
TSubclassOf< UAnimInstance > InPostProcessAnimBlueprint |
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void | SetPostProcessAnimBPLODThreshold
(
int32 InPostProcessAnimBPLODThreshold |
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void | SetPreviewAttachedAssetContainer
(
const FPreviewAssetAttachContainer& InPreviewAttachedAssetContainer |
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void | SetQualityLevelMinLod
(
FPerQualityLevelInt InMinLod |
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void | SetRayTracingMinLOD
(
int32 InRayTracingMinLOD |
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void | SetRefBasesInvMatrix
(
const TArray< FMatrix44f >& InRefBasesInvMatrix |
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void | SetRefSkeleton
(
const FReferenceSkeleton& InRefSkeleton |
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void | SetRequiresLODHysteresisConversion
(
bool bInRequiresLODHysteresisConversion |
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void | SetRequiresLODScreenSizeConversion
(
bool bInRequiresLODScreenSizeConversion |
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void | SetSamplingInfo
(
const FSkeletalMeshSamplingInfo& InSamplingInfo |
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void | SetShadowPhysicsAsset
(
UPhysicsAsset* InShadowPhysicsAsset |
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void | SetSupportLODStreaming
(
FPerPlatformBool bInSupportLODStreaming |
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void | SetSupportRayTracing
(
bool InSupportRayTracing |
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void | SetThumbnailInfo
(
UThumbnailInfo* InThumbnailInfo |
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void | SetVertexColorGuid
(
FGuid InVertexColorGuid |
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bool | ShouldEvaluatePostProcessAnimBP
(
int32 LODLevel |
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int32 | This function will increment the PostEditChange stack counter. | |
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void | ||
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void | UnregisterMorphTarget
(
UMorphTarget* MorphTarget, |
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void | UnregisterOnClothingChange
(
const FDelegateHandle& InHandle |
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int32 | This function will decrement the stack counter. | |
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void | ||
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void | This function will enforce valid material index in the sections and the LODMaterialMap of all LOD. | |
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void | ValidateBoneWeights
(
const ITargetPlatform* TargetPlatform |
Warn if the platform supports the minimal number of per vertex bone weights |
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void | Alters the bounds extension values to fit correctly into the current bounds (so negative values never extend the bounds etc.) | |
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int32 | Makes sure all attached objects are valid and removes any that aren't. |
Overridden from USkinnedAsset
Type | Name | Description | |
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FString | BuildDerivedDataKey
(
const ITargetPlatform* TargetPlatform |
Generate the derived data key for the given platform. |
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void | BuildLODModel
(
const ITargetPlatform* TargetPlatform, |
Build a LOD model before creating its render data. |
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UMorphTarget * | FindMorphTarget
(
FName MorphTargetName |
Find a named MorphTarget from the MorphSets array in the SkinnedMeshComponent. |
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USkeletalMeshSocket * | FindSocket
(
FName InSocketName |
Find a socket object in this SkeletalMesh by name. |
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USkeletalMeshSocket * | FindSocketInfo
(
FName InSocketName, |
Find a socket object and asscociated info in this SkeletalMesh by name. |
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TArray< USkeletalMeshSocket * > | Returns the "active" socket list - all sockets from this mesh plus all non-duplicates from the skeleton Const ref return value as this cannot be modified externally. | |
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FBoxSphereBounds | GetBounds () |
Get the extended bounds of this mesh (imported bounds plus bounds extension). |
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FMatrix | GetComposedRefPoseMatrix
(
FName InBoneName |
Get the component orientation of a bone or socket. |
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FMatrix | GetComposedRefPoseMatrix
(
int32 InBoneIndex |
Return the component orientation of a bone or socket. |
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UMeshDeformer * | Get the default mesh deformer used by this mesh. | |
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int32 | ||
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const FPerPlatformBool & | USkinnedAsset interface. | |
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bool | Return whether the mesh has vertex colors. | |
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FSkeletalMeshModel * | Get the imported data for this skeletal mesh. | |
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const FSkeletalMeshLODInfo * | GetLODInfo
(
int32 Index |
Get LODInfo of the given index const. |
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FSkeletalMeshLODInfo * | GetLODInfo
(
int32 Index |
Get LODInfo of the given index non-const. |
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TArray< FSkeletalMeshLODInfo > & | Returns whole array of LODInfo non-const. | |
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const TArray< FSkeletalMeshLODInfo > & | Returns whole array of LODInfo const. | |
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int32 | GetLODNum () |
Returns total number of LOD. USkinnedAsset interface. |
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TArray< FSkeletalMaterial > & | GetMaterials () |
USkinnedAsset interface. |
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const TArray< FSkeletalMaterial > & | GetMaterials () |
USkinnedAsset interface. |
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const FPerPlatformInt & | GetMinLod () |
USkinnedAsset interface. |
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int32 | GetMinLodIdx
(
bool bForceLowestLODIdx |
Choose either PerPlatform or PerQuality override. |
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TArray< TObjectPtr< UMorphTarget > > & | USkinnedAsset interface. | |
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const TArray< TObjectPtr< UMorphTarget > > & | USkinnedAsset interface. | |
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UMaterialInterface * | Get the default overlay material used by this mesh | |
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float | Get the default overlay material max draw distance used by this mesh | |
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UPhysicsAsset * | USkinnedAsset interface. | |
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int32 | GetPlatformMinLODIdx
(
const ITargetPlatform* TargetPlatform |
USkinnedAsset interface |
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int32 | USkinnedAsset interface. | |
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TArray< FMatrix44f > & | USkinnedAsset interface. | |
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const TArray< FMatrix44f > & | USkinnedAsset interface. | |
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const FReferenceSkeleton & | USkinnedAsset interface. | |
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FReferenceSkeleton & | USkinnedAsset interface. | |
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FSkeletalMeshRenderData * | Get the data to use for rendering. | |
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UPhysicsAsset * | USkinnedAsset interface. | |
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const USkeleton * | GetSkeleton () |
USkinnedAsset interface. |
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USkeleton * | GetSkeleton () |
USkinnedAsset interface. |
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FSkinWeightProfilesData * | GetSkinWeightProfilesData
(
int32 LODIndex |
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bool | USkinnedAsset interface. | |
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const FMeshUVChannelInfo * | GetUVChannelData
(
int32 MaterialIndex |
Returns the UV channel data for a given material index. |
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bool | Returns false if there is currently an async task running. | |
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bool | Return true if this skeletalmesh was never build since its creation. | |
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bool | IsMaterialUsed
(
int32 MaterialIndex |
USkinnedAsset interface. |
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bool | Check the QualitLevel property is enabled for MinLod. | |
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bool | IsValidLODIndex
(
int32 Index |
Return true if given index's LOD is valid. |
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bool | NeedCPUData
(
int32 LODIndex |
True if this mesh LOD needs to keep it's data on CPU. |
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void | Handle some common preparation steps between async post load and async build. | |
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void | SetSkeleton
(
USkeleton* InSkeleton |
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void | SetSkinWeightProfilesData
(
int32 LODIndex, |
Overridden from UStreamableRenderAsset
Type | Name | Description | |
---|---|---|---|
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int32 | CalcCumulativeLODSize
(
int32 NumLODs |
|
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bool | DoesMipDataExist
(
const int32 MipIndex |
|
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FIoFilenameHash | GetMipIoFilenameHash
(
const int32 MipIndex |
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EStreamableRenderAssetType | ||
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bool | Also returns false if the render resource is non existent, to prevent stalling on an event that will never complete. | |
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bool | Loads mips from disk to memory. Only usable if the asset is streamable. | |
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bool | Unload some mips from memory. Only usable if the asset is streamable. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | BeginCacheForCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects |
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void | BeginDestroy () |
Called before destroying the object. |
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void | Clear all cached cooked platform data | |
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void | GetAssetRegistryTagMetadata
(
TMap< FName, FAssetRegistryTagMetadata >& OutMetadata |
Gathers a collection of asset registry tag metadata |
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void | GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
|
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FString | GetDesc () |
Returns a one line description of an object for viewing in the thumbnail view of the generic browser |
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void | GetPreloadDependencies
(
TArray< UObject* >& OutDeps |
Called during cooking. |
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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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EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Generic function to validate objects during changelist validations, etc. |
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bool | Called during async load to determine if PostLoad can be called on the loading thread. | |
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bool | Called to check if the object is ready for FinishDestroy. | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostEditUndo () |
Called after applying a transaction to the object. |
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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 | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
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void | PreEditUndo () |
Called before applying a transaction to the object. |
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PRAGMA_DISABLE_DEPRECATION_WARNINGS void | PreSave
(
const ITargetPlatform* TargetPlatform |
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PRAGMA_ENABLE_DEPRECATION_WARNINGS void | PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Presave function. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from IInterface_CollisionDataProvider
Type | Name | Description | |
---|---|---|---|
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bool | ContainsPhysicsTriMeshData
(
bool InUseAllTriData |
Interface for checking if the implementing objects contains triangle mesh collision data |
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void | An optional string identifying the mesh data. | |
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bool | GetPhysicsTriMeshData
(
FTriMeshCollisionData* CollisionData, |
Interface for retrieving triangle mesh collision data from the implementing object |
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bool | GetTriMeshSizeEstimates
(
FTriMeshCollisionDataEstimates& OutTriMeshEstimates, |
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData. |
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bool | Do we want to create a negative version of this mesh |
Overridden from IInterface_AssetUserData
Type | Name | Description | |
---|---|---|---|
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void | AddAssetUserData
(
UAssetUserData* InUserData |
|
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const TArray< UAssetUserData * > * | ||
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UAssetUserData * | GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. |
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void | RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Classes
Type | Name | Description | |
---|---|---|---|
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FCommitMeshDescriptionParams | Structure that defines parameters passed into the commit mesh description function |
Typedefs
Name | Description |
---|---|
FOnMeshChanged | Notification when anything changed |
Constants
Name | Description |
---|---|
MaterialParamNamesTag | Asset registry information for scalar material param names. |
MaterialParamNamesTagDelimiter | |
MorphNamesTag | Asset registry information for morph target names. |
MorphNamesTagDelimiter |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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uint8: 1 | bUseFullPrecisionUVs_DEPRECATED | If true, use 32 bit UVs. If false, use 16 bit UVs to save memory |
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uint8: 1 | bUseHighPrecisionTangentBasis_DEPRECATED | If true, tangents will be stored at 16 bit vs 8 bit precision |
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TArray< FClothingAssetData_Legacy > | ClothingAssets_DEPRECATED | Legacy clothing asset data, will be converted to new assets after loading |
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FString | SourceFilePath_DEPRECATED | Path to the resource used to construct this skeletal mesh |
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FString | SourceFileTimestamp_DEPRECATED | Date/Time-stamp of the file from the last import |
See Also
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/