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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/USkeletalMeshComponent
Description
Set the post-processing AnimBP to be used for this skeletal mesh component. In case an override post-processing AnimBP is set, the one set in skeletal mesh asset will be ignored and not used.
| Name | SetOverridePostProcessAnimBP |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
| Include Path | #include "Components/SkeletalMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp |
UFUNCTION (BlueprintCallable, Category="Components|SkeletalMesh")
void SetOverridePostProcessAnimBP
(
TSubclassOf < UAnimInstance > InPostProcessAnimBlueprint,
bool ReinitAnimInstances
)
Parameters
| Name | Remarks |
|---|---|
| ReinitAnimInstances | Can be false when called e.g. from the construction script in a Blueprint. True when this is called while the game is running and the anim instances need to be re-initialized. |