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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).
| Name | USkeletalMesh |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMesh.h |
| Include Path | #include "Engine/SkeletalMesh.h" |
Syntax
UCLASS (HideCategories=Object, BlueprintType, MinimalAPI)
class USkeletalMesh :
public USkinnedAsset ,
public IInterface_CollisionDataProvider ,
public IInterface_AssetUserData ,
public INodeMappingProviderInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UStreamableRenderAsset → USkinnedAsset → USkeletalMesh
Implements Interfaces
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- IInterface_CollisionDataProvider
- INodeMappingProviderInterface
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkeletalMesh
(
const FObjectInitializer& ObjectInitializer |
Engine/SkeletalMesh.h | ||
USkeletalMesh
(
FVTableHelper& Helper |
This is declared so we can use TUniquePtr |
Engine/SkeletalMesh.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~USkeletalMesh() |
Engine/SkeletalMesh.h |
Structs
| Name | Remarks |
|---|---|
| FCommitMeshDescriptionParams | Structure that defines parameters passed into the commit mesh description function |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnMeshChanged | TMulticastDelegate_NoParams< void > | Notification when anything changed | Engine/SkeletalMesh.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaterialParamNamesTag | const FName | Asset registry information for scalar material param names. | Engine/SkeletalMesh.h |
| MaterialParamNamesTagDelimiter | const FString | Engine/SkeletalMesh.h | |
| MorphNamesTag | const FName | Asset registry information for morph target names. | Engine/SkeletalMesh.h |
| MorphNamesTagDelimiter | const FString | Engine/SkeletalMesh.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetImportData | TObjectPtr< class UAssetImportData > | Importing data and options used for this mesh | Engine/SkeletalMesh.h |
|
| bEnablePerPolyCollision | uint8 | Uses skinned data for collision data. | Engine/SkeletalMesh.h |
|
| bHasActiveClothingAssets | uint8 | Caching optimization to avoid recalculating in non-editor builds | Engine/SkeletalMesh.h | |
| bHasCustomDefaultEditorCamera | bool | Should we use a custom camera transform when viewing this mesh in the tools | Engine/SkeletalMesh.h | |
| bHasVertexColors | uint8 | Whether or not the mesh has vertex colors | Engine/SkeletalMesh.h | |
| BodySetup | TObjectPtr< class UBodySetup > | Physics data for the per poly collision case. | Engine/SkeletalMesh.h |
|
| BoneDrawSize | float | The visual size of the bones in the viewport (saved between sessions). | Engine/SkeletalMesh.h | |
| bOverrideLODStreamingSettings | bool | Whether this skeletal mesh overrides default LOD streaming settings. | Engine/SkeletalMesh.h |
|
| bRequiresLODHysteresisConversion | uint32 | If true on post load we need to calculate resolution independent LOD hysteresis from the loaded LOD hysteresis. | Engine/SkeletalMesh.h | |
| bRequiresLODScreenSizeConversion | uint32 | If true on post load we need to calculate resolution independent Display Factors from the loaded LOD screen sizes. | Engine/SkeletalMesh.h | |
| bSupportLODStreaming | FPerPlatformBool | Whether we can stream the LODs of this mesh | Engine/SkeletalMesh.h |
|
| bSupportRayTracing | uint8 | If true, a ray tracing acceleration structure will be built for this mesh and it may be used in ray tracing effects | Engine/SkeletalMesh.h |
|
| ClothLODBiasMode | EClothLODBiasMode | Set the strategy used for storing the additional cloth deformer mappings depending on the desired use of Raytracing LOD bias. | Engine/SkeletalMesh.h |
|
| DefaultAnimatingRig | TSoftObjectPtr< UObject > | The Default Control Rig To Animate with when used in Sequnecer. | Engine/SkeletalMesh.h |
|
| DefaultEditorCameraLocation | FVector | Default camera location | Engine/SkeletalMesh.h | |
| DefaultEditorCameraLookAt | FVector | Default camera look at | Engine/SkeletalMesh.h | |
| DefaultEditorCameraOrthoZoom | float | Default camera ortho zoom | Engine/SkeletalMesh.h | |
| DefaultEditorCameraRotation | FRotator | Default camera rotation | Engine/SkeletalMesh.h | |
| DisableBelowMinLodStripping | FPerPlatformBool | When true all lods below minlod will still be cooked | Engine/SkeletalMesh.h |
|
| FloorOffset | float | Height offset for the floor mesh in the editor | Engine/SkeletalMesh.h | |
| LODSettings | TObjectPtr< USkeletalMeshLODSettings > | Engine/SkeletalMesh.h |
|
|
| Materials | TArray< FSkeletalMaterial > | List of materials applied to this mesh. | Engine/SkeletalMesh.h |
|
| MaxNumOptionalLODs | FPerPlatformInt | 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) | Engine/SkeletalMesh.h |
|
| MaxNumStreamedLODs | FPerPlatformInt | Maximum number of LODs that can be streamed | Engine/SkeletalMesh.h |
|
| MeshClothingAssets | TArray< TObjectPtr< UClothingAssetBase > > | Clothing assets imported to this mesh. | Engine/SkeletalMesh.h |
|
| MinLod | FPerPlatformInt | Minimum LOD to render. | Engine/SkeletalMesh.h |
|
| MinQualityLevelLOD | FPerQualityLevelInt | Engine/SkeletalMesh.h |
|
|
| MorphTargetIndexMap | TMap< FName, int32 > | Map of morph target name to index into USkeletalMesh::MorphTargets | Engine/SkeletalMesh.h | |
| MorphTargets | TArray< TObjectPtr< UMorphTarget > > | Engine/SkeletalMesh.h |
|
|
| NaniteSettings | FMeshNaniteSettings | Settings related to building Nanite data. | Engine/SkeletalMesh.h |
|
| NodeMappingData | TArray< TObjectPtr< class UNodeMappingContainer > > | Mapping data that is saved | Engine/SkeletalMesh.h |
|
| PhysicsAsset | TObjectPtr< class UPhysicsAsset > | Physics and collision information used for this USkeletalMesh, set up in Physics Asset Editor. | Engine/SkeletalMesh.h |
|
| PostProcessAnimBlueprint | TSubclassOf< UAnimInstance > | Animation Blueprint class to run as a post process for this mesh. | Engine/SkeletalMesh.h |
|
| PreviewAttachedAssetContainer | FPreviewAssetAttachContainer | Attached assets component for this mesh | Engine/SkeletalMesh.h | |
| RayTracingMinLOD | int32 | LOD bias for ray tracing. | Engine/SkeletalMesh.h |
|
| RefBasesInvMatrix | TArray< FMatrix44f > | Reference skeleton precomputed bases. | Engine/SkeletalMesh.h | |
| RefSkeleton | FReferenceSkeleton | New Reference skeleton type | Engine/SkeletalMesh.h | |
| ReleaseResourcesFence | FRenderCommandFence | A fence which is used to keep track of the rendering thread releasing the static mesh resources. | Engine/SkeletalMesh.h | |
| ShadowPhysicsAsset | TObjectPtr< class UPhysicsAsset > | Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. | Engine/SkeletalMesh.h |
|
| Skeleton | TObjectPtr< USkeleton > | Skeleton of this skeletal mesh | Engine/SkeletalMesh.h |
|
| SkelMirrorAxis | TEnumAsByte< EAxis::Type > | Engine/SkeletalMesh.h |
|
|
| SkelMirrorFlipAxis | TEnumAsByte< EAxis::Type > | Engine/SkeletalMesh.h |
|
|
| SkelMirrorTable | PRAGMA_DISABLE_DEPRECATION_WARNINGSTArray< struct FBoneMirrorInfo > | List of bones that should be mirrored. | Engine/SkeletalMesh.h |
|
| ThumbnailInfo | TObjectPtr< UThumbnailInfo > | Information for thumbnail rendering | Engine/SkeletalMesh.h |
|
| VertexColorGuid | FGuid | The guid to compute the ddc key, it must be dirty when we change the vertex color. | Engine/SkeletalMesh.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssemblyReferenceCache | TArray< TObjectPtr< USkeletalMesh > > | Engine/SkeletalMesh.h |
|
|
| bTransacting | bool | Engine/SkeletalMesh.h | ||
| CachedComposedRefPoseMatrices | TArray< FMatrix > | Cached matrices from GetComposedRefPoseMatrix | Engine/SkeletalMesh.h | |
| ExtendedBounds | FBoxSphereBounds | Bounds extended by user values below | Engine/SkeletalMesh.h |
|
| ImportedBounds | FBoxSphereBounds | Original imported mesh bounds | Engine/SkeletalMesh.h |
|
| ImportedModel | TSharedPtr< FSkeletalMeshModel > | Processed skeletal mesh geometry information (not used at runtime). | Engine/SkeletalMesh.h | |
| OnClothingChange | FSimpleMulticastDelegate | Called to notify a change to the clothing object array | Engine/SkeletalMesh.h | |
| OnVertexAttributesArrayChanged | FSimpleMulticastDelegate | Engine/SkeletalMesh.h | ||
| PostEditChangeStackCounter | int32 | Engine/SkeletalMesh.h | ||
| PostMeshCached | FOnPostMeshCache | Called after derived mesh data is cached | Engine/SkeletalMesh.h | |
| PostProcessAnimBPLODThreshold | int32 | Max LOD level that post-process anim graphs are evaluated. | Engine/SkeletalMesh.h |
|
| SkeletalMeshRenderData | TUniquePtr< FSkeletalMeshRenderData > | Rendering resources used at runtime | Engine/SkeletalMesh.h | |
| Sockets | TArray< TObjectPtr< class USkeletalMeshSocket > > | Array of named socket locations, set up in editor and used as a shortcut instead of specifying everything explicitly to AttachComponent in the SkeletalMeshComponent. | Engine/SkeletalMesh.h | |
| SourceModels | TArray< FSkeletalMeshSourceModel > | The imported/editable geometric source data for generating renderable data. | Engine/SkeletalMesh.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddBoneToReductionSetting
(
int32 LODIndex, |
Engine/SkeletalMesh.h | ||
void AddBoneToReductionSetting
(
int32 LODIndex, |
Engine/SkeletalMesh.h | ||
void AddClothingAsset
(
UClothingAssetBase* InNewAsset |
Adds an asset to this mesh with validation and event broadcast | Engine/SkeletalMesh.h | |
int32 AddLODInfo
(
const FSkeletalMeshLODInfo& NewLODInfo |
Add New LOD info entry with entryThis is used by import code, where they want to override this | Engine/SkeletalMesh.h | |
| Add New LOD info entry to LODInfo array | Engine/SkeletalMesh.h | ||
void AddSkinWeightProfile
(
const FSkinWeightProfileInfo& Profile |
Engine/SkeletalMesh.h | ||
void AddSocket
(
USkeletalMeshSocket* InSocket, |
Add a skeletal socket object to this SkeletalMesh, and optionally promotes it to USkeleton socket. | Engine/SkeletalMesh.h |
|
FSkeletalMeshSourceModel & AddSourceModel
(
const bool bAutoGenerated |
Add a new source model and set the reduction setting according to the state of the bAutoGenerated argument. | Engine/SkeletalMesh.h | |
void AllocateResourceForRendering() |
Allocate a new FSkeletalMeshRenderData and assign to SkeletalMeshRenderData member. | Engine/SkeletalMesh.h | |
void Build() |
If derive data cache key do not match, regenerate derived data and re-create any render state based on that. | Engine/SkeletalMesh.h | |
void BuildPhysicsData() |
Trigger a physics build to ensure per poly collision is created | Engine/SkeletalMesh.h | |
void CalculateExtendedBounds() |
Calculate the extended bounds based on the imported bounds and the extension values | Engine/SkeletalMesh.h | |
void CalculateInvRefMatrices() |
Setup-only routines - not concerned with the instance. | Engine/SkeletalMesh.h | |
void ClearAllMeshDescriptions () |
Clears a all stored mesh descriptions on all LODs and releases their memory. | Engine/SkeletalMesh.h | |
| Clears the cache of static meshes referenced by the Nanite Assembly data for this mesh. | Engine/SkeletalMesh.h | ||
void ClearMeshDescription
(
const int32 InLODIndex |
Clears a stored mesh description and releases its memory. | Engine/SkeletalMesh.h | |
void ClearMeshDescriptionAndBulkData
(
const int32 InLODIndex |
Clears the stored mesh description and the bulk data. | Engine/SkeletalMesh.h | |
bool CloneMeshDescription
(
const int32 InLODIndex, |
Returns the MeshDescription object associated with the given LOD index. | Engine/SkeletalMesh.h | |
bool CommitMeshDescription
(
const int32 InLODIndex, |
Commits the stored mesh description object to bulk storage. | Engine/SkeletalMesh.h | |
bool ComputeActiveClothingAssets() |
Compute whether or not any bound clothing assets exist for this mesh | Engine/SkeletalMesh.h | |
void ConvertLegacyLODScreenSize() |
Convert legacy screen size (based on fixed resolution) into screen size (diameter in screen units) | Engine/SkeletalMesh.h | |
void CreateBodySetup() |
Engine/SkeletalMesh.h | ||
FMeshDescription * CreateMeshDescription
(
const int32 InLODIndex |
Creates a new, empty mesh description at the LOD index given. | Engine/SkeletalMesh.h | |
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. | Engine/SkeletalMesh.h | |
void DebugVerifySkeletalMeshLOD() |
Verify SkeletalMeshLOD is set up correctly | Engine/SkeletalMesh.h | |
void EmptyAllImportData() |
Engine/SkeletalMesh.h | ||
void EmptyLODImportData
(
const int32 LODIndex |
Engine/SkeletalMesh.h | ||
UMorphTarget * FindMorphTargetAndIndex
(
FName MorphTargetName, |
Engine/SkeletalMesh.h | ||
USkeletalMeshSocket * FindSocketAndIndex
(
FName InSocketName, |
Find a socket object in this SkeletalMesh by name. | Engine/SkeletalMesh.h |
|
void FlushRenderState() |
Flush current render state | Engine/SkeletalMesh.h | |
void ForceBulkDataResident
(
const int32 LODIndex |
Engine/SkeletalMesh.h | ||
TConstArrayView< FSkeletalMeshSourceModel > GetAllSourceModels () |
Returns all source models as immutable. | Engine/SkeletalMesh.h | |
| Returns all source models. See GetSourceModel for description of what each source model contains. | Engine/SkeletalMesh.h | ||
UAssetImportData * GetAssetImportData() |
Engine/SkeletalMesh.h | ||
const UAnimSequence * GetBakePose
(
int32 LODIndex |
Get BakePose for the given LOD | Engine/SkeletalMesh.h | |
UBodySetup * GetBodySetup() |
Engine/SkeletalMesh.h | ||
float GetBoneDrawSize() |
Engine/SkeletalMesh.h | ||
const TArray< TObjectPtr< USkeletalMesh > > & GetCachedNaniteAssemblyReferences () |
Retrieves the cached array of static meshes referenced by the Nanite Assembly data. | Engine/SkeletalMesh.h | |
UClothingAssetBase * GetClothingAsset
(
const FGuid& InAssetGuid |
Get a clothing asset from its associated GUID (returns nullptr if no match is found) | Engine/SkeletalMesh.h | |
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) | Engine/SkeletalMesh.h | |
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) | Engine/SkeletalMesh.h | |
void GetClothingAssetsInUse
(
TArray< UClothingAssetBase* >& OutClothingAssets |
Populates OutClothingAssets with all clothing assets that are mapped to sections in the mesh. | Engine/SkeletalMesh.h | |
EClothLODBiasMode GetClothLODBiasMode() |
Engine/SkeletalMesh.h | ||
TSoftObjectPtr< UObject > GetDefaultAnimatingRig() |
Engine/SkeletalMesh.h |
|
|
const FVector & GetDefaultEditorCameraLocation() |
Engine/SkeletalMesh.h | ||
const FVector & GetDefaultEditorCameraLookAt() |
Engine/SkeletalMesh.h | ||
float GetDefaultEditorCameraOrthoZoom() |
Engine/SkeletalMesh.h | ||
const FRotator & GetDefaultEditorCameraRotation() |
Engine/SkeletalMesh.h | ||
const USkeletalMeshLODSettings * GetDefaultLODSetting() |
Get Default LOD Setting of this mesh | Engine/SkeletalMesh.h | |
FString GetDerivedDataKey() |
Generate the derived data key used to fetch derived data | Engine/SkeletalMesh.h | |
virtual bool GetEnableLODStreaming
(
const ITargetPlatform* TargetPlatform |
Get whether this mesh should use LOD streaming for the given platform. | Engine/SkeletalMesh.h | |
bool GetEnablePerPolyCollision() |
Engine/SkeletalMesh.h | ||
float GetFloorOffset() |
Engine/SkeletalMesh.h | ||
TEnumAsByte< EAxis::Type > GetForwardAxis() |
Get the forward axis used by this mesh | Engine/SkeletalMesh.h |
|
bool GetHasBeenSimplified() |
Engine/SkeletalMesh.h | ||
bool GetHasCustomDefaultEditorCamera() |
Engine/SkeletalMesh.h | ||
FBoxSphereBounds GetImportedBounds() |
Get the original imported bounds of the skel mesh | Engine/SkeletalMesh.h |
|
void GetLODImportedDataVersions
(
const int32 LODIndex, |
Engine/SkeletalMesh.h | ||
const USkeletalMeshLODSettings * GetLODSettings () |
Engine/SkeletalMesh.h |
|
|
| Engine/SkeletalMesh.h | |||
virtual int32 GetMaxNumOptionalLODs
(
const ITargetPlatform* TargetPlatform |
Get the maximum number of optional LODs. | Engine/SkeletalMesh.h | |
const FPerPlatformInt & GetMaxNumOptionalLODs () |
Engine/SkeletalMesh.h | ||
const FPerPlatformInt & GetMaxNumStreamedLODs () |
Engine/SkeletalMesh.h | ||
virtual int32 GetMaxNumStreamedLODs
(
const ITargetPlatform* TargetPlatform |
Get the maximum number of LODs that can be streamed. | Engine/SkeletalMesh.h | |
TArray< TObjectPtr< UClothingAssetBase > > & GetMeshClothingAssets () |
Engine/SkeletalMesh.h | ||
const TArray< UClothingAssetBase * > & GetMeshClothingAssets () |
Engine/SkeletalMesh.h |
|
|
FMeshDescription * GetMeshDescription
(
const int32 InLODIndex |
Returns the MeshDescription object associated with the given LOD index. | Engine/SkeletalMesh.h | |
TArray< TObjectPtr< USkeletalMeshSocket > > & GetMeshOnlySocketList () |
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 | Engine/SkeletalMesh.h | |
const TArray< USkeletalMeshSocket * > & GetMeshOnlySocketList () |
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 | Engine/SkeletalMesh.h | |
void GetMinLODForQualityLevels
(
TMap< EPerQualityLevels, int32 >& QualityLevelMinimumLODs, |
Engine/SkeletalMesh.h |
|
|
TMap< FName, int32 > & GetMorphTargetIndexMap () |
Engine/SkeletalMesh.h | ||
const TMap< FName, int32 > & GetMorphTargetIndexMap () |
Engine/SkeletalMesh.h | ||
TArray< UMorphTarget * > GetMorphTargetsPtrConv () |
NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. | Engine/SkeletalMesh.h |
|
const FMeshNaniteSettings & GetNaniteSettings() |
Engine/SkeletalMesh.h | ||
const FVector & GetNegativeBoundsExtension() |
Get bound extension values in the negative direction of XYZ | Engine/SkeletalMesh.h | |
UNodeMappingContainer * GetNodeMappingContainer
(
UBlueprint* SourceAsset |
Engine/SkeletalMesh.h |
|
|
const TArray< class UNodeMappingContainer * > & GetNodeMappingData () |
Engine/SkeletalMesh.h |
|
|
TArray< TObjectPtr< class UNodeMappingContainer > > & GetNodeMappingData () |
Engine/SkeletalMesh.h | ||
int32 GetNumImportedVertices () |
End USkeletalMeshEditorData public skeletalmesh API. | Engine/SkeletalMesh.h | |
int32 GetNumNaniteTriangles() |
Returns the number of triangles of the Nanite representation of this mesh. | Engine/SkeletalMesh.h | |
int32 GetNumNaniteVertices() |
Returns the number of vertices of the Nanite representation of this mesh. | Engine/SkeletalMesh.h | |
int32 GetNumSkinWeightProfiles() |
Engine/SkeletalMesh.h | ||
int32 GetNumSourceModels() |
Returns the number of source models. | Engine/SkeletalMesh.h | |
const FOnMeshChanged & GetOnMeshChanged () |
Engine/SkeletalMesh.h | ||
FOnMeshChanged & GetOnMeshChanged () |
Engine/SkeletalMesh.h | ||
FSimpleMulticastDelegate & GetOnVertexAttributesArrayChanged() |
Engine/SkeletalMesh.h | ||
bool GetOverrideLODStreamingSettings() |
Engine/SkeletalMesh.h | ||
const FVector & GetPositiveBoundsExtension() |
Get bound extension values in the positive direction of XYZ | Engine/SkeletalMesh.h | |
int32 GetPostEditChangeStackCounter() |
Engine/SkeletalMesh.h | ||
TSubclassOf< UAnimInstance > GetPostProcessAnimBlueprint() |
Engine/SkeletalMesh.h | ||
int32 GetPostProcessAnimBPLODThreshold() |
Engine/SkeletalMesh.h | ||
int32 GetPostProcessAnimGraphLODThreshold() |
Engine/SkeletalMesh.h | ||
| Engine/SkeletalMesh.h | |||
| Engine/SkeletalMesh.h | |||
const FPerQualityLevelInt & GetQualityLevelMinLod() |
Engine/SkeletalMesh.h | ||
FSkeletalMeshOptimizationSettings GetReductionSettings
(
int32 LODIndex |
Get a copy of the reduction settings for a specified LOD index. | Engine/SkeletalMesh.h | |
FMatrix GetRefPoseMatrix
(
int32 BoneIndex |
Engine/SkeletalMesh.h | ||
bool GetRequiresLODHysteresisConversion() |
Engine/SkeletalMesh.h | ||
bool GetRequiresLODScreenSizeConversion() |
Engine/SkeletalMesh.h | ||
const FSkeletalMeshSamplingInfo & GetSamplingInfo() |
Engine/SkeletalMesh.h | ||
UClothingAssetBase * GetSectionClothingAsset
(
int32 InLodIndex, |
Given an LOD and section index, retrieve a clothing asset bound to that section. | Engine/SkeletalMesh.h | |
const UClothingAssetBase * GetSectionClothingAsset
(
int32 InLodIndex, |
Engine/SkeletalMesh.h | ||
| Engine/SkeletalMesh.h | |||
const TArray< FSkinWeightProfileInfo > & GetSkinWeightProfiles () |
Engine/SkeletalMesh.h | ||
USkeletalMeshSocket * GetSocketByIndex
(
int32 Index |
Returns a socket by index. | Engine/SkeletalMesh.h |
|
const FSkeletalMeshSourceModel & GetSourceModel
(
const int32 InLODIndex |
Returns the source model object for the skeletal mesh of a given LOD. | Engine/SkeletalMesh.h | |
FSkeletalMeshSourceModel & GetSourceModel
(
const int32 InLODIndex |
Returns the source model object for the skeletal mesh of a given LOD. | Engine/SkeletalMesh.h | |
const FPerPlatformBool & GetSupportLODStreaming() |
Engine/SkeletalMesh.h | ||
UThumbnailInfo * GetThumbnailInfo() |
Engine/SkeletalMesh.h | ||
TMap< FVector3f, FColor > GetVertexColorData
(
const uint32 PaintingMeshLODIndex |
Returns vertex color data by position. | Engine/SkeletalMesh.h | |
FGuid GetVertexColorGuid() |
Engine/SkeletalMesh.h | ||
bool HasActiveClothingAssets() |
Get whether or not any bound clothing assets exist for this mesh | Engine/SkeletalMesh.h | |
bool HasActiveClothingAssetsForLOD
(
int32 LODIndex |
Get whether or not any bound clothing assets exist for this mesh's given LOD | Engine/SkeletalMesh.h | |
bool HasCachedNaniteAssemblyReferences() |
Returns whether or not Nanite Assembly reference meshes are adequately cached for build (always true for non-assemblies). | Engine/SkeletalMesh.h | |
virtual bool HasCustomActorFactory () |
This is a bit hacky. | Engine/SkeletalMesh.h | |
virtual bool HasCustomActorReimportFactory () |
This is a bit hacky. | Engine/SkeletalMesh.h | |
bool HasMeshDescription
(
const int32 InLODIndex |
Returns `true_ if this LOD has a mesh description to generate render data from. | Engine/SkeletalMesh.h | |
void InitMorphTargets
(
bool bInKeepEmptyMorphTargets |
Initialize MorphSets look up table : MorphTargetIndexMap | Engine/SkeletalMesh.h | |
void InitMorphTargetsAndRebuildRenderData() |
Initialize morph targets and rebuild the render data | Engine/SkeletalMesh.h | |
void InitResources() |
Initialize the mesh's render resources. | Engine/SkeletalMesh.h | |
void InvalidateDeriveDataCacheGUID () |
Force the creation of a new GUID use to build the derive data cache key. | Engine/SkeletalMesh.h | |
bool IsLODImportedDataBuildAvailable
(
const int32 LODIndex |
Engine/SkeletalMesh.h | ||
bool IsLODImportedDataEmpty
(
const int32 LODIndex |
Engine/SkeletalMesh.h | ||
bool IsNaniteAssembly() |
Returns true if this skeletal mesh is a Nanite Assembly | Engine/SkeletalMesh.h | |
bool IsNaniteEnabled() |
Returns true if this skeletal mesh should have Nanite built for it. | Engine/SkeletalMesh.h | |
bool IsReadyToRenderInThumbnail() |
Engine/SkeletalMesh.h | ||
bool IsReductionActive
(
int32 LODIndex |
Return true if the reduction settings are setup to reduce a LOD | Engine/SkeletalMesh.h | |
bool IsSectionUsingCloth
(
int32 InSectionIndex, |
Checks whether the provided section is using APEX cloth. | Engine/SkeletalMesh.h |
|
bool IsSourceModelValid
(
const int32 InLODIndex |
Returns a boolean indicating whether the given LOD index is valid or not. | Engine/SkeletalMesh.h | |
bool IsTransacting() |
Engine/SkeletalMesh.h | ||
| Returns the list of all morph targets of this skeletal mesh | Engine/SkeletalMesh.h |
|
|
| Returns the list of the names of all the skin weight profile on this skeletal mesh | Engine/SkeletalMesh.h |
|
|
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. | Engine/SkeletalMesh.h | |
| Lock the skeletalmesh properties until the caller trigger the Event parameter. | Engine/SkeletalMesh.h | ||
bool ModifyMeshDescription
(
const int32 InLODIndex, |
Mark the bulk data as dirty so that it can be transacted for undo/redo. | Engine/SkeletalMesh.h | |
void NotifyNaniteSettingsChanged() |
Engine/SkeletalMesh.h | ||
int32 NumSockets() |
Returns the number of sockets available. Both on this mesh and it's skeleton. | Engine/SkeletalMesh.h |
|
FOnPostMeshCache & OnPostMeshCached() |
Get multicast delegate broadcast post to mesh data caching | Engine/SkeletalMesh.h | |
void RebuildSocketMap() |
Called to rebuild an out-of-date or invalid socket map | Engine/SkeletalMesh.h | |
void RecacheNaniteAssemblyReferences
(
bool bWaitForAsyncCompile |
Caches the meshes referenced by the Nanite Assembly data for the mesh to be used for build. | Engine/SkeletalMesh.h | |
bool RegisterMorphTarget
(
UMorphTarget* MorphTarget, |
If name conflicts, it will overwrite the reference | Engine/SkeletalMesh.h | |
FDelegateHandle RegisterOnClothingChange
(
const FSimpleMulticastDelegate::FDelegate& InDelegate |
Delegates for asset editor events | Engine/SkeletalMesh.h | |
void ReleaseCPUResources() |
Release CPU access version of buffer | Engine/SkeletalMesh.h | |
void ReleaseResources() |
Releases the mesh's render resources. | Engine/SkeletalMesh.h | |
void ReleaseSkinWeightProfileResources() |
Releases all allocated Skin Weight Profile resources, assumes none are currently in use | Engine/SkeletalMesh.h | |
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 | Engine/SkeletalMesh.h | |
void RemoveLegacyClothingSections () |
Clothing used to require the original section to be hidden and duplicated to a new rendered section. | Engine/SkeletalMesh.h | |
void RemoveLODInfo
(
int32 Index |
Remove LOD info of given index | Engine/SkeletalMesh.h | |
void RemoveMeshSection
(
int32 InLodIndex, |
Removes a specified section from the skeletal mesh, this is a destructive action | Engine/SkeletalMesh.h | |
bool RemoveMorphTargets
(
TConstArrayView< FName > InMorphTargetNames |
Remove the morph targets with the specified names | Engine/SkeletalMesh.h | |
void RemoveSourceModel
(
const int32 InLODIndex |
Remove the source model for the given LOD. LODs above it will be adjusted down. | Engine/SkeletalMesh.h | |
| Rename the morph target named InOldName to InNewName | Engine/SkeletalMesh.h | ||
void ReserveLODImportData
(
int32 MaxLODIndex |
Engine/SkeletalMesh.h | ||
void ResetLODInfo() |
Reset whole entry | Engine/SkeletalMesh.h | |
void SaveLODImportedData
(
const int32 LODIndex, |
Engine/SkeletalMesh.h | ||
void SetAssetImportData
(
UAssetImportData* InAssetImportData |
Engine/SkeletalMesh.h | ||
void SetBodySetup
(
UBodySetup* InBodySetup |
Engine/SkeletalMesh.h | ||
void SetBoneDrawSize
(
float Size |
Engine/SkeletalMesh.h | ||
void SetClothLODBiasMode
(
EClothLODBiasMode InClothLODBiasMode |
Engine/SkeletalMesh.h | ||
void SetDefaultAnimatingRig
(
TSoftObjectPtr< UObject > InAnimatingRig |
Engine/SkeletalMesh.h |
|
|
void SetDefaultEditorCameraLocation
(
FVector InDefaultEditorCameraLocation |
Engine/SkeletalMesh.h | ||
void SetDefaultEditorCameraLookAt
(
FVector InDefaultEditorCameraLookAt |
Engine/SkeletalMesh.h | ||
void SetDefaultEditorCameraOrthoZoom
(
float InDefaultEditorCameraOrthoZoom |
Engine/SkeletalMesh.h | ||
void SetDefaultEditorCameraRotation
(
FRotator InDefaultEditorCameraRotation |
Engine/SkeletalMesh.h | ||
void SetDefaultMeshDeformer
(
UMeshDeformer* InMeshDeformer |
Set the default mesh deformer used by this mesh. | Engine/SkeletalMesh.h | |
void SetDisableBelowMinLodStripping
(
FPerPlatformBool InDisableBelowMinLodStripping |
Engine/SkeletalMesh.h | ||
void SetEnablePerPolyCollision
(
bool bInEnablePerPolyCollision |
Engine/SkeletalMesh.h | ||
void SetFloorOffset
(
float InFloorOffset |
Engine/SkeletalMesh.h | ||
void SetForwardAxis
(
TEnumAsByte< EAxis::Type > InForwardAxis |
Set the forward axis used by this mesh | Engine/SkeletalMesh.h | |
void SetHasActiveClothingAssets
(
const bool InbHasActiveClothingAssets |
Engine/SkeletalMesh.h | ||
void SetHasCustomDefaultEditorCamera
(
bool bInHasCustomDefaultEditorCamera |
Engine/SkeletalMesh.h | ||
void SetHasVertexColors
(
bool InbHasVertexColors |
Engine/SkeletalMesh.h | ||
void SetImportedBounds
(
const FBoxSphereBounds& InBounds |
Set the original imported bounds of the skel mesh, will recalculate extended bounds | Engine/SkeletalMesh.h | |
void SetLODImportedDataVersions
(
const int32 LODIndex, |
Engine/SkeletalMesh.h | ||
void SetLODSettings
(
USkeletalMeshLODSettings* InLODSettings |
Engine/SkeletalMesh.h |
|
|
void SetMaterials
(
const TArray< FSkeletalMaterial >& InMaterials |
Engine/SkeletalMesh.h |
|
|
void SetMaxNumOptionalLODs
(
FPerPlatformInt InMaxNumOptionalLODs |
Engine/SkeletalMesh.h | ||
void SetMaxNumStreamedLODs
(
FPerPlatformInt InMaxNumStreamedLODs |
Engine/SkeletalMesh.h | ||
void SetMeshClothingAssets
(
const TArray< UClothingAssetBase* >& InMeshClothingAssets |
Engine/SkeletalMesh.h |
|
|
void SetMinLod
(
FPerPlatformInt InMinLod |
Engine/SkeletalMesh.h | ||
void SetMinLODForQualityLevels
(
const TMap< EPerQualityLevels, int32 >& QualityLevelMinimumLODs, |
Engine/SkeletalMesh.h |
|
|
void SetMinLodIdx
(
int32 InMinLOD |
Engine/SkeletalMesh.h | ||
| Engine/SkeletalMesh.h | |||
void SetMorphTargets
(
const TArray< UMorphTarget* >& InMorphTargets |
Engine/SkeletalMesh.h |
|
|
void SetNaniteSettings
(
const FMeshNaniteSettings& Settings |
Engine/SkeletalMesh.h | ||
void SetNegativeBoundsExtension
(
const FVector& InExtension |
Set bound extension values in the negative direction of XYZ, positive value increases bound size | Engine/SkeletalMesh.h | |
void SetNodeMappingData
(
const TArray< class UNodeMappingContainer* >& InNodeMappingData |
Engine/SkeletalMesh.h | ||
void SetNumSourceModels
(
const int32 InNumSourceModels |
Set the number of source models. | Engine/SkeletalMesh.h | |
void SetOverlayMaterial
(
UMaterialInterface* NewOverlayMaterial |
Change the default overlay material used by this mesh | Engine/SkeletalMesh.h |
|
void SetOverlayMaterialMaxDrawDistance
(
float InMaxDrawDistance |
Change the default overlay material max draw distance used by this mesh | Engine/SkeletalMesh.h |
|
void SetOverrideLODStreamingSettings
(
bool bInOverrideLODStreamingSettings |
Engine/SkeletalMesh.h | ||
void SetPhysicsAsset
(
UPhysicsAsset* InPhysicsAsset |
Engine/SkeletalMesh.h | ||
void SetPositiveBoundsExtension
(
const FVector& InExtension |
Set bound extension values in the positive direction of XYZ, positive value increases bound size | Engine/SkeletalMesh.h | |
void SetPostEditChangeStackCounter
(
int32 InPostEditChangeStackCounter |
Engine/SkeletalMesh.h | ||
void SetPostProcessAnimBlueprint
(
TSubclassOf< UAnimInstance > InPostProcessAnimBlueprint |
Engine/SkeletalMesh.h | ||
void SetPostProcessAnimBPLODThreshold
(
int32 InPostProcessAnimBPLODThreshold |
Engine/SkeletalMesh.h | ||
void SetPostProcessAnimGraphLODThreshold
(
int32 LODThreshold |
Engine/SkeletalMesh.h | ||
void SetPreviewAttachedAssetContainer
(
const FPreviewAssetAttachContainer& InPreviewAttachedAssetContainer |
Engine/SkeletalMesh.h | ||
void SetQualityLevelMinLod
(
FPerQualityLevelInt InMinLod |
Engine/SkeletalMesh.h | ||
void SetRayTracingMinLOD
(
int32 InRayTracingMinLOD |
Engine/SkeletalMesh.h | ||
void SetRefBasesInvMatrix
(
const TArray< FMatrix44f >& InRefBasesInvMatrix |
Engine/SkeletalMesh.h | ||
void SetRefSkeleton
(
const FReferenceSkeleton& InRefSkeleton |
Engine/SkeletalMesh.h | ||
void SetRequiresLODHysteresisConversion
(
bool bInRequiresLODHysteresisConversion |
Engine/SkeletalMesh.h | ||
void SetRequiresLODScreenSizeConversion
(
bool bInRequiresLODScreenSizeConversion |
Engine/SkeletalMesh.h | ||
void SetSamplingInfo
(
const FSkeletalMeshSamplingInfo& InSamplingInfo |
Engine/SkeletalMesh.h | ||
void SetShadowPhysicsAsset
(
UPhysicsAsset* InShadowPhysicsAsset |
Engine/SkeletalMesh.h | ||
void SetSupportLODStreaming
(
FPerPlatformBool bInSupportLODStreaming |
Engine/SkeletalMesh.h | ||
void SetSupportRayTracing
(
bool InSupportRayTracing |
Engine/SkeletalMesh.h | ||
void SetTargetMeshDeformers
(
UMeshDeformerCollection* InMeshDeformerCollection |
Set the collection of mesh deformers that may be applied to this mesh. | Engine/SkeletalMesh.h | |
void SetThumbnailInfo
(
UThumbnailInfo* InThumbnailInfo |
Engine/SkeletalMesh.h | ||
void SetVertexColorGuid
(
FGuid InVertexColorGuid |
Engine/SkeletalMesh.h | ||
bool ShouldEvaluatePostProcessAnimBP
(
int32 LODLevel |
Engine/SkeletalMesh.h | ||
bool ShouldEvaluatePostProcessAnimGraph
(
int32 LODLevel |
Engine/SkeletalMesh.h | ||
int32 StackPostEditChange () |
This function will increment the PostEditChange stack counter. | Engine/SkeletalMesh.h | |
void UnregisterAllMorphTarget() |
Engine/SkeletalMesh.h | ||
void UnregisterMorphTarget
(
UMorphTarget* MorphTarget, |
Engine/SkeletalMesh.h | ||
void UnregisterOnClothingChange
(
const FDelegateHandle& InHandle |
Engine/SkeletalMesh.h | ||
int32 UnStackPostEditChange () |
This function will decrement the stack counter. | Engine/SkeletalMesh.h | |
void UpdateGenerateUpToData() |
Engine/SkeletalMesh.h | ||
void ValidateAllLodMaterialIndexes() |
This function will enforce valid material index in the sections and the LODMaterialMap of all LOD. | Engine/SkeletalMesh.h | |
void ValidateBoneWeights
(
const ITargetPlatform* TargetPlatform |
Warn if the platform supports the minimal number of per vertex bone weights | Engine/SkeletalMesh.h | |
void ValidateBoundsExtension() |
Alters the bounds extension values to fit correctly into the current bounds (so negative values never extend the bounds etc.) | Engine/SkeletalMesh.h | |
int32 ValidatePreviewAttachedObjects() |
Makes sure all attached objects are valid and removes any that aren't. | Engine/SkeletalMesh.h |
Overridden from USkinnedAsset
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString BuildDerivedDataKey
(
const ITargetPlatform* TargetPlatform |
Generate the derived data key for the given platform. | Engine/SkeletalMesh.h | |
virtual void BuildLODModel
(
FSkeletalMeshRenderData& RenderData, |
Build a LOD model for the given render data. | Engine/SkeletalMesh.h | |
virtual UMorphTarget * FindMorphTarget
(
FName MorphTargetName |
Find a named MorphTarget from the MorphSets array in the SkinnedMeshComponent. | Engine/SkeletalMesh.h | |
virtual USkeletalMeshSocket * FindSocket
(
FName InSocketName |
Find a socket object in this SkeletalMesh by name. | Engine/SkeletalMesh.h | |
virtual USkeletalMeshSocket * FindSocketInfo
(
FName InSocketName, |
Find a socket object and asscociated info in this SkeletalMesh by name. | Engine/SkeletalMesh.h | |
virtual TArray< USkeletalMeshSocket * > GetActiveSocketList () |
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. | Engine/SkeletalMesh.h | |
virtual FBoxSphereBounds GetBounds () |
Get the extended bounds of this mesh (imported bounds plus bounds extension). | Engine/SkeletalMesh.h |
|
virtual FMatrix GetComposedRefPoseMatrix
(
FName InBoneName |
Get the component orientation of a bone or socket. | Engine/SkeletalMesh.h | |
virtual FMatrix GetComposedRefPoseMatrix
(
int32 InBoneIndex |
Return the component orientation of a bone or socket. | Engine/SkeletalMesh.h | |
virtual UMeshDeformer * GetDefaultMeshDeformer () |
Get the default mesh deformer used by this mesh. | Engine/SkeletalMesh.h |
|
virtual int32 GetDefaultMinLod() |
Engine/SkeletalMesh.h | ||
virtual const FPerPlatformBool & GetDisableBelowMinLodStripping() |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual bool GetHasVertexColors () |
Return whether the mesh has vertex colors. | Engine/SkeletalMesh.h |
|
virtual FSkeletalMeshModel * GetImportedModel() |
Get the imported data for this skeletal mesh. | Engine/SkeletalMesh.h | |
virtual const FSkeletalMeshLODInfo * GetLODInfo
(
int32 Index |
Get LODInfo of the given index const. USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual FSkeletalMeshLODInfo * GetLODInfo
(
int32 Index |
Get LODInfo of the given index non-const. | Engine/SkeletalMesh.h | |
virtual const TArray< FSkeletalMeshLODInfo > & GetLODInfoArray () |
Returns whole array of LODInfo const. USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual TArray< FSkeletalMeshLODInfo > & GetLODInfoArray () |
Returns whole array of LODInfo non-const. | Engine/SkeletalMesh.h | |
virtual int32 GetLODNum() |
Returns total number of LOD. USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual const TArray< FSkeletalMaterial > & GetMaterials () |
USkinnedAsset interface. | Engine/SkeletalMesh.h |
|
virtual TArray< FSkeletalMaterial > & GetMaterials () |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual const FPerPlatformInt & GetMinLod() |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual int32 GetMinLodIdx
(
bool bForceLowestLODIdx |
Choose either PerPlatform or PerQuality override. | Engine/SkeletalMesh.h | |
virtual TArray< TObjectPtr< UMorphTarget > > & GetMorphTargets () |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual const TArray< TObjectPtr< UMorphTarget > > & GetMorphTargets () |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual UMaterialInterface * GetOverlayMaterial() |
Get the default overlay material used by this mesh | Engine/SkeletalMesh.h |
|
virtual float GetOverlayMaterialMaxDrawDistance() |
Get the default overlay material max draw distance used by this mesh | Engine/SkeletalMesh.h |
|
virtual UPhysicsAsset * GetPhysicsAsset() |
USkinnedAsset interface. | Engine/SkeletalMesh.h |
|
virtual int32 GetPlatformMinLODIdx
(
const ITargetPlatform* TargetPlatform |
USkinnedAsset interface | Engine/SkeletalMesh.h | |
virtual int32 GetRayTracingMinLOD() |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual TArray< FMatrix44f > & GetRefBasesInvMatrix () |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual const TArray< FMatrix44f > & GetRefBasesInvMatrix () |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual const FReferenceSkeleton & GetRefSkeleton () |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual FReferenceSkeleton & GetRefSkeleton () |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual FSkeletalMeshRenderData * GetResourceForRendering() |
Get the data to use for rendering. USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual UPhysicsAsset * GetShadowPhysicsAsset() |
USkinnedAsset interface. | Engine/SkeletalMesh.h |
|
virtual const USkeleton * GetSkeleton () |
USkinnedAsset interface. | Engine/SkeletalMesh.h |
|
virtual USkeleton * GetSkeleton () |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual TArray< USkinnedAsset * > GetSkinnedAssetDependencies() |
Engine/SkeletalMesh.h | ||
virtual FSkinWeightProfilesData * GetSkinWeightProfilesData
(
int32 LODIndex |
Engine/SkeletalMesh.h | ||
virtual bool GetSupportRayTracing() |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual UMeshDeformerCollection * GetTargetMeshDeformers () |
Set the collection of mesh deformers that may be applied to this mesh. | Engine/SkeletalMesh.h |
|
virtual const FMeshUVChannelInfo * GetUVChannelData
(
int32 MaterialIndex |
Returns the UV channel data for a given material index. | Engine/SkeletalMesh.h | |
virtual bool HasAnyDependenciesCompiling() |
Engine/SkeletalMesh.h | ||
virtual bool HasCompileDependencies() |
Engine/SkeletalMesh.h | ||
virtual bool HasHalfEdgeBuffer
(
int32 LODIndex |
True if this mesh LOD builds the half edge buffer. | Engine/SkeletalMesh.h | |
virtual bool IsAsyncTaskComplete () |
Returns false if there is currently an async task running. | Engine/SkeletalMesh.h | |
virtual bool IsInitialBuildDone () |
Return true if this skeletalmesh was never build since its creation. | Engine/SkeletalMesh.h | |
virtual bool IsMaterialUsed
(
int32 MaterialIndex |
USkinnedAsset interface. | Engine/SkeletalMesh.h | |
virtual bool IsMinLodQualityLevelEnable () |
Check the QualitLevel property is enabled for MinLod. | Engine/SkeletalMesh.h | |
virtual bool IsValidLODIndex
(
int32 Index |
Return true if given index's LOD is valid. | Engine/SkeletalMesh.h | |
virtual bool NeedCPUData
(
int32 LODIndex |
True if this mesh LOD needs to keep it's data on CPU. | Engine/SkeletalMesh.h | |
virtual void PrepareForAsyncCompilation () |
Handle some common preparation steps between async post load and async build. | Engine/SkeletalMesh.h | |
virtual void SetSkeleton
(
USkeleton* InSkeleton |
Engine/SkeletalMesh.h |
|
|
virtual void SetSkinWeightProfilesData
(
int32 LODIndex, |
Engine/SkeletalMesh.h |
Overridden from UStreamableRenderAsset
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 CalcCumulativeLODSize
(
int32 NumLODs |
Engine/SkeletalMesh.h | ||
virtual bool DoesMipDataExist
(
const int32 MipIndex |
Engine/SkeletalMesh.h | ||
virtual FIoFilenameHash GetMipIoFilenameHash
(
const int32 MipIndex |
Engine/SkeletalMesh.h | ||
virtual EStreamableRenderAssetType GetRenderAssetType() |
Engine/SkeletalMesh.h | ||
virtual bool HasPendingRenderResourceInitialization() |
Also returns false if the render resource is non existent, to prevent stalling on an event that will never complete. | Engine/SkeletalMesh.h | |
virtual bool StreamIn
(
int32 NewMipCount, |
Loads mips from disk to memory. Only usable if the asset is streamable. | Engine/SkeletalMesh.h | |
virtual bool StreamOut
(
int32 NewMipCount |
Unload some mips from memory. Only usable if the asset is streamable. | Engine/SkeletalMesh.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginCacheForCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Engine/SkeletalMesh.h | ||
virtual void BeginDestroy() |
Engine/SkeletalMesh.h | ||
virtual void ClearAllCachedCookedPlatformData() |
Engine/SkeletalMesh.h | ||
| Engine/SkeletalMesh.h | |||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Engine/SkeletalMesh.h | ||
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Engine/SkeletalMesh.h | ||
virtual FString GetDesc() |
Returns a one line description of an object for viewing in the thumbnail view of the generic browser | Engine/SkeletalMesh.h | |
| Engine/SkeletalMesh.h | |||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Engine/SkeletalMesh.h | ||
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Engine/SkeletalMesh.h | ||
virtual bool IsPostLoadThreadSafe() |
Engine/SkeletalMesh.h | ||
virtual bool IsReadyForFinishDestroy() |
Engine/SkeletalMesh.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/SkeletalMesh.h | ||
virtual void PostEditUndo() |
Engine/SkeletalMesh.h | ||
virtual void PostInitProperties() |
Engine/SkeletalMesh.h | ||
virtual void PostLoad() |
Engine/SkeletalMesh.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Engine/SkeletalMesh.h | ||
virtual void PreEditUndo() |
Engine/SkeletalMesh.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Engine/SkeletalMesh.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/SkeletalMesh.h |
Overridden from IInterface_CollisionDataProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ContainsPhysicsTriMeshData
(
bool InUseAllTriData |
Interface for checking if the implementing objects contains triangle mesh collision data | Engine/SkeletalMesh.h | |
virtual void GetMeshId
(
FString& OutMeshId |
An optional string identifying the mesh data. | Engine/SkeletalMesh.h | |
virtual bool GetPhysicsTriMeshData
(
FTriMeshCollisionData* CollisionData, |
Interface for retrieving triangle mesh collision data from the implementing object | Engine/SkeletalMesh.h | |
virtual bool GetTriMeshSizeEstimates
(
FTriMeshCollisionDataEstimates& OutTriMeshEstimates, |
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData. | Engine/SkeletalMesh.h | |
virtual bool WantsNegXTriMesh() |
Do we want to create a negative version of this mesh | Engine/SkeletalMesh.h |
Overridden from IInterface_AssetUserData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddAssetUserData
(
UAssetUserData* InUserData |
Engine/SkeletalMesh.h | ||
virtual const TArray< UAssetUserData * > * GetAssetUserDataArray() |
Engine/SkeletalMesh.h | ||
virtual UAssetUserData * GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. | Engine/SkeletalMesh.h | |
virtual void RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Engine/SkeletalMesh.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< TObjectPtr< UAssetUserData > > & GetAssetUserDataEditorOnly () |
Engine/SkeletalMesh.h | ||
const TArray< TObjectPtr< UAssetUserData > > & GetAssetUserDataEditorOnly () |
Engine/SkeletalMesh.h |
Overridden from USkinnedAsset
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void UpdateMaterialUVChannelData
(
FMeshUVChannelInfo& UVChannelData, |
Engine/SkeletalMesh.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AppendToClassSchema
(
FAppendToClassSchemaContext& Context |
Engine/SkeletalMesh.h | ||
static void CalculateRequiredBones
(
FSkeletalMeshLODModel& LODModel, |
Calculate the required bones for a Skeletal Mesh LOD, including possible extra influences | Engine/SkeletalMesh.h | |
static void CancelAllPendingStreamingActions () |
Cancels any pending static mesh streaming actions if possible. | Engine/SkeletalMesh.h | |
static void CopyImportedData
(
int32 SrcLODIndex, |
Engine/SkeletalMesh.h | ||
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
Engine/SkeletalMesh.h | ||
| Engine/SkeletalMesh.h | |||
static FName GetAssetImportDataMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetbHasVertexColorsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetBodySetupMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetDefaultAnimatingRigMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetDefaultEditorCameraLocationMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetDefaultEditorCameraLookAtMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetDefaultEditorCameraOrthoZoomMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetDefaultEditorCameraRotationMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetDisableBelowMinLodStrippingMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetEnablePerPolyCollisionMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetFloorOffsetMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetHasActiveClothingAssetsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetHasBeenSimplifiedMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetHasCustomDefaultEditorCameraMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetLODSettingsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetMaterialsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetMaxNumOptionalLODsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetMaxNumStreamedLODsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetMeshClothingAssetsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetMinLodMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetMorphTargetIndexMapMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetMorphTargetsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetNegativeBoundsExtensionMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetNodeMappingDataMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetOverrideLODStreamingSettingsMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetPhysicsAssetMemberName() |
Engine/SkeletalMesh.h | ||
static void GetPlatformSkeletalMeshRenderData
(
const ITargetPlatform* Platform, |
Get a skeletal mesh render data for requested platform. | Engine/SkeletalMesh.h | |
static FName GetPositiveBoundsExtensionMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetPostProcessAnimBlueprintMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetQualityLevelMinLodMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetRefBasesInvMatrixMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetRefSkeletonMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetSamplingInfoMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetShadowPhysicsAssetMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetSkeletonMemberName() |
Engine/SkeletalMesh.h | ||
static FText GetSourceFileLabelFromIndex
(
int32 SourceFileIndex |
Engine/SkeletalMesh.h | ||
static FName GetSupportLODStreamingMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetThumbnailInfoMemberName() |
Engine/SkeletalMesh.h | ||
static FName GetVertexColorGuidMemberName() |
Engine/SkeletalMesh.h | ||
static void OnLodStrippingQualityLevelChanged
(
IConsoleVariable* Variable |
Engine/SkeletalMesh.h | ||
static void SetHasBeenSimplified
(
bool bInHasBeenSimplified |
Engine/SkeletalMesh.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseFullPrecisionUVs_DEPRECATED | uint8 | If true, use 32 bit UVs. If false, use 16 bit UVs to save memory | Engine/SkeletalMesh.h | |
| bUseHighPrecisionTangentBasis_DEPRECATED | uint8 | If true, tangents will be stored at 16 bit vs 8 bit precision | Engine/SkeletalMesh.h | |
| ClothingAssets_DEPRECATED | TArray< FClothingAssetData_Legacy > | Legacy clothing asset data, will be converted to new assets after loading | Engine/SkeletalMesh.h | |
| SourceFilePath_DEPRECATED | FString | Path to the resource used to construct this skeletal mesh | Engine/SkeletalMesh.h | |
| SourceFileTimestamp_DEPRECATED | FString | Date/Time-stamp of the file from the last import | Engine/SkeletalMesh.h |
Deprecated Functions
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< FClothingAssetData_Legacy > & GetClothingAssets_DEPRECATED() |
Engine/SkeletalMesh.h |