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SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset.
| Name | USkeletalMeshComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
| Include Path | #include "Components/SkeletalMeshComponent.h" |
Syntax
UCLASS (Blueprintable, ClassGroup=(Rendering, Common),
HideCategories=(Object, "Mesh|SkeletalAsset"), Config=Engine, EditInlineNew,
Meta=(BlueprintSpawnableComponent), MinimalAPI)
class USkeletalMeshComponent :
public USkinnedMeshComponent ,
public IInterface_CollisionDataProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → USkinnedMeshComponent → USkeletalMeshComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
- IClothSimulationDataProvider
- ILODSyncInterface
- IInterface_CollisionDataProvider
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkeletalMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Components/SkeletalMeshComponent.h |
Structs
| Name | Remarks |
|---|---|
| FPendingRadialForces |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnSkeletalMeshPropertyChanged | FOnSkeletalMeshPropertyChangedMulticaster::FDelegate | Components/SkeletalMeshComponent.h | |
| FOnSkeletalMeshPropertyChangedMulticaster | TMulticastDelegate_NoParams< void > | Components/SkeletalMeshComponent.h | |
| FOnSkeletalMeshUnregisterd | TMulticastDelegate_OneParam< void, const USkeletalMeshComponent * > | Components/SkeletalMeshComponent.h | |
| FOnSkeletalMeshUnregisteredDelegate | FOnSkeletalMeshUnregisterd::FDelegate | Components/SkeletalMeshComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnLODRequiredBonesUpdate_Static | FOnLODRequiredBonesUpdateMulticast | Multicaster fired when this component finalizes the regeneration of the required bones list for the current LOD | Components/SkeletalMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Aggregate | FPhysicsAggregateHandle | Physics-engine representation of aggregate which contains a physics asset instance with more than numbers of bodies. | Components/SkeletalMeshComponent.h | |
| AnimationData | FSingleAnimationPlayData | Components/SkeletalMeshComponent.h |
|
|
| AnimBlueprintGeneratedClass | TObjectPtr< class UAnimBlueprintGeneratedClass > | Components/SkeletalMeshComponent.h |
|
|
| AnimClass | TSubclassOf< UAnimInstance > | The AnimBlueprint class to use. Use 'SetAnimInstanceClass' to change at runtime. | Components/SkeletalMeshComponent.h |
|
| AnimCurves | FBlendedHeapCurve | Components/SkeletalMeshComponent.h | ||
| AnimScriptInstance | TObjectPtr< UAnimInstance > | The active animation graph program instance. | Components/SkeletalMeshComponent.h |
|
| bAllowClothActors | uint8 | Toggles creation of cloth simulation. | Components/SkeletalMeshComponent.h |
|
| bAnimTreeInitialised | uint8 | If true, AnimTree has been initialised. | Components/SkeletalMeshComponent.h |
|
| bBlendPhysics | uint8 | Forces use of the physics bodies irrespective of whether they are simulated or using the physics blend weight | Components/SkeletalMeshComponent.h |
|
| bCollideWithAttachedChildren | uint8 | Can't collide with part of attached children if total collision volumes exceed 16 capsules or 32 planes per convex | Components/SkeletalMeshComponent.h |
|
| bCollideWithEnvironment | uint8 | Can't collide with part of environment if total collision volumes exceed 16 capsules or 32 planes per convex | Components/SkeletalMeshComponent.h |
|
| bDeferKinematicBoneUpdate | uint8 | Optimization Whether animation and world transform updates are deferred. | Components/SkeletalMeshComponent.h |
|
| bDisableClothSimulation | uint8 | Disable cloth simulation and play original animation without simulation | Components/SkeletalMeshComponent.h |
|
| bEnableAnimation | uint8 | Whether the built-in animation of this component should run when the component ticks. | Components/SkeletalMeshComponent.h |
|
| bEnableLineCheckWithBounds | uint8 | If true, line checks will test against the bounding box of this skeletal mesh component and return a hit if there is a collision. | Components/SkeletalMeshComponent.h | |
| bEnablePerPolyCollision | uint8 | Uses skinned data for collision data. | Components/SkeletalMeshComponent.h |
|
| bEnablePhysicsOnDedicatedServer | uint8 | If true, simulate physics for this component on a dedicated server. | Components/SkeletalMeshComponent.h |
|
| bForceCollisionUpdate | uint8 | Forces the cloth simulation to constantly update its external collisions, at the expense of performance. | Components/SkeletalMeshComponent.h |
|
| bForceRefpose | uint8 | Misc If true, force the mesh into the reference pose - is an optimization. | Components/SkeletalMeshComponent.h | |
| bHasValidBodies | uint8 | If true, there is at least one body in the current PhysicsAsset with a valid bone in the current SkeletalMesh | Components/SkeletalMeshComponent.h |
|
| bIsAutonomousTickPose | uint8 | True if calling TickPose() from Autonomous networking updates. | Components/SkeletalMeshComponent.h |
|
| bLocalSpaceKinematics | uint8 | Temporary fix for local space kinematics. | Components/SkeletalMeshComponent.h | |
| bNoSkeletonUpdate | uint8 | Skips Ticking and Bone Refresh. | Components/SkeletalMeshComponent.h |
|
| Bodies | TArray< struct FBodyInstance * > | Array of FBodyInstance objects, storing per-instance state about about each body. | Components/SkeletalMeshComponent.h | |
| BodyIndex | int32 | Components/SkeletalMeshComponent.h | ||
| BodySetup | TObjectPtr< class UBodySetup > | Used for per poly collision. | Components/SkeletalMeshComponent.h |
|
| bOldForceRefPose | uint8 | If bForceRefPose was set last tick. | Components/SkeletalMeshComponent.h | |
| BoneSpaceTransforms | TArray< FTransform > | Temporary array of local-space (relative to parent bone) rotation/translation for each bone. | Components/SkeletalMeshComponent.h | |
| bOnlyAllowAutonomousTickPose | uint8 | If true TickPose() will not be called from the Component's TickComponent function. | Components/SkeletalMeshComponent.h |
|
| bPauseAnims | uint8 | Pauses this component's animations (doesn't tick them, but still refreshes bones) | Components/SkeletalMeshComponent.h |
|
| bPrevDisableClothSimulation | uint8 | To save previous state | Components/SkeletalMeshComponent.h | |
| bPropagateCurvesToFollowers | uint8 | If true, propagates calls to ApplyAnimationCurvesToComponent for follower components, only needed if follower components do not tick themselves | Components/SkeletalMeshComponent.h |
|
| bPropagateCurvesToSlaves | uint8 | Components/SkeletalMeshComponent.h | ||
| bRequiredBonesUpToDate | uint8 | If false, indicates that on the next call to UpdateSkelPose the RequiredBones array should be recalculated. | Components/SkeletalMeshComponent.h |
|
| bResetAfterTeleport | uint8 | Reset the clothing after moving the clothing position (called teleport) | Components/SkeletalMeshComponent.h |
|
| bShowPrePhysBones | uint8 | Bool that enables debug drawing of the skeleton before it is passed to the physics. | Components/SkeletalMeshComponent.h | |
| bSimulationUpdatesChildTransforms | uint8 | Indicates that simulation (if it's enabled) is entirely responsible for children transforms. | Components/SkeletalMeshComponent.h | |
| bSkipBoundsUpdateWhenInterpolating | uint8 | Whether to skip bounds update when interpolating. | Components/SkeletalMeshComponent.h |
|
| bSkipKinematicUpdateWhenInterpolating | uint8 | Whether to skip UpdateKinematicBonesToAnim() when interpolating. | Components/SkeletalMeshComponent.h |
|
| bUpdateJointsFromAnimation | uint8 | If we should pass joint position to joints each frame, so that they can be used by motorized joints to drive the ragdoll based on the animation. | Components/SkeletalMeshComponent.h |
|
| bUpdateMeshWhenKinematic | uint8 | If true, then the physics bodies will be used to drive the skeletal mesh even when they are kinematic (not simulating), otherwise the skeletal mesh will be driven by the animation input when the bodies are kinematic | Components/SkeletalMeshComponent.h |
|
| bUpdateOverlapsOnAnimationFinalize | uint8 | Controls whether blending in physics bones will refresh overlaps on this component, defaults to true but can be disabled in cases where we know anim->physics blending doesn't meaningfully change overlaps | Components/SkeletalMeshComponent.h |
|
| bUseRefPoseOnInitAnim | uint8 | On InitAnim should we set to ref pose (if false use first tick of animation data). | Components/SkeletalMeshComponent.h |
|
| bWaitForParallelClothTask | bool | Whether we should stall the Cloth tick task until the cloth simulation is complete. | Components/SkeletalMeshComponent.h |
|
| CachedAnimCurveUidVersion | uint16 | Cache AnimCurveUidVersion from Skeleton and this will be used to identify if it needs to be updated | Components/SkeletalMeshComponent.h |
|
| ClothBlendWeight | float | Weight to blend between simulated results and key-framed positions if weight is 1.0, shows only cloth simulation results and 0.0 will show only skinned results | Components/SkeletalMeshComponent.h |
|
| ClothGeometryScale | float | This scale is applied to all cloth geometry (e.g., cloth meshes and collisions) in order to simulate in a different scale space than world.This scale is not applied to distance-based simulation parameters such as MaxDistance. | Components/SkeletalMeshComponent.h |
|
| ClothingSimulationFactory | TSubclassOf< class UClothingSimulationFactory > | Class of the object responsible for | Components/SkeletalMeshComponent.h |
|
| ClothMaxDistanceScale | float | Components/SkeletalMeshComponent.h |
|
|
| ClothTeleportMode | EClothingTeleportMode | Whether we need to teleport cloth. | Components/SkeletalMeshComponent.h |
|
| ClothTickFunction | FSkeletalMeshComponentClothTickFunction | Components/SkeletalMeshComponent.h | ||
| ClothVelocityScale | float | Scale applied to the component induced velocity of all cloth particles prior to stepping the cloth solver. | Components/SkeletalMeshComponent.h |
|
| Constraints | TArray< struct FConstraintInstance * > | Array of FConstraintInstance structs, storing per-instance state about each constraint. | Components/SkeletalMeshComponent.h | |
| DeferredKinematicUpdateIndex | int32 | Indicates that this SkeletalMeshComponent has deferred kinematic bone updates until next physics sim if not INDEX_NONE. | Components/SkeletalMeshComponent.h | |
| FillComponentSpaceTransformsRequiredBones | TArray< FBoneIndexType > | Temporary array of bone indices required to populate component space transforms | Components/SkeletalMeshComponent.h | |
| GlobalAnimRateScale | float | Used to scale speed of all animations on this skeletal mesh. | Components/SkeletalMeshComponent.h |
|
| KinematicBonesUpdateType | TEnumAsByte< EKinematicBonesUpdateToPhysics::Type > | If we are running physics, should we update non-simulated bones based on the animation bone positions. | Components/SkeletalMeshComponent.h |
|
| LineCheckBoundsScale | FVector | If bEnableLineCheckWithBounds is true, scale the bounds by this value before doing line check. | Components/SkeletalMeshComponent.h | |
| OnAnimInitialized | FOnAnimInitialized | Broadcast when the components anim instance is initialized. | Components/SkeletalMeshComponent.h |
|
| OnConstraintBroken | FConstraintBrokenSignature | Notification when constraint is broken. | Components/SkeletalMeshComponent.h |
|
| OnPlasticDeformation | FPlasticDeformationEventSignature | Notification when constraint plasticity drive target changes. | Components/SkeletalMeshComponent.h |
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| OnSkeletalMeshPropertyChanged | FOnSkeletalMeshPropertyChangedMulticaster | Components/SkeletalMeshComponent.h | ||
| OnSkeletalMeshUnregistered | FOnSkeletalMeshUnregisterd | Components/SkeletalMeshComponent.h | ||
| OverridePostProcessAnimBP | TSubclassOf< UAnimInstance > | Post-processing AnimBP to use for the given skeletal mesh component, overriding the one set in the skeletal mesh asset. | Components/SkeletalMeshComponent.h |
|
| PendingRadialForces | TArray< FPendingRadialForces > | Array of physical interactions for the frame. | Components/SkeletalMeshComponent.h | |
| PhysicsTransformUpdateMode | TEnumAsByte< EPhysicsTransformUpdateMode::Type > | Whether physics simulation updates component transform. | Components/SkeletalMeshComponent.h |
|
| PoseWatches | TArray< FAnimNodePoseWatch > | Components/SkeletalMeshComponent.h | ||
| PostProcessAnimInstance | TObjectPtr< UAnimInstance > | An instance created from the PostPhysicsBlueprint property of the skeletal mesh we're using, Runs after (and receives pose from) the main anim instance. | Components/SkeletalMeshComponent.h |
|
| RagdollAggregateThreshold | int32 | Threshold for physics asset bodies above which we use an aggregate for broadphase collisions | Components/SkeletalMeshComponent.h | |
| RequiredBones | TArray< FBoneIndexType > | Temporary array of bone indices required this frame. Filled in by UpdateSkelPose. | Components/SkeletalMeshComponent.h | |
| RootBodyData | USkeletalMeshComponent | Index of the 'Root Body', or top body in the asset hierarchy. | Components/SkeletalMeshComponent.h | |
| RootBoneTranslation | FVector | Offset of the root bone from the reference pose. Used to offset bounding box. | Components/SkeletalMeshComponent.h |
|
| SubInstances | TArray< TObjectPtr< UAnimInstance > > | Any running linked anim instances | Components/SkeletalMeshComponent.h |
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| TransformToRoot | FTransform | Components/SkeletalMeshComponent.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimEvaluationContext | FAnimationEvaluationContext | Data for parallel evaluation of animation. | Components/SkeletalMeshComponent.h | |
| AttributesArray | UE::Anim::FMeshAttributeContainer | Temporary array of attributes that are active on this component - keeps same buffer index as SpaceBases - Please check SkinnedMeshComponent | Components/SkeletalMeshComponent.h | |
| bAllowAnimCurveEvaluation | uint8 | Disable animation curves for this component. If this is set true, no curves will be processed | Components/SkeletalMeshComponent.h |
|
| bBindClothToLeaderComponent | uint8 | Whether or not we're taking cloth sim information from our leader component | Components/SkeletalMeshComponent.h | |
| bDisablePostProcessBlueprint | uint8 | Controls whether or not this component will evaluate its post process instance. | Components/SkeletalMeshComponent.h |
|
| bDisableRigidBodyAnimNode | uint8 | Disable rigid body animation nodes and play original animation without simulation | Components/SkeletalMeshComponent.h |
|
| bFilteredAnimCurvesIsAllowList | bool | Whether the FilteredAnimCurves list is an allow or deny list | Components/SkeletalMeshComponent.h |
|
| bNeedsQueuedAnimEventsDispatched | uint8 | Components/SkeletalMeshComponent.h |
|
|
| bPendingClothCollisionUpdate | uint8 | Flag denoting whether or not the clothing collision needs to update from its physics asset | Components/SkeletalMeshComponent.h | |
| bPendingClothTransformUpdate | uint8 | Flag denoting whether or not the clothing transform needs to update | Components/SkeletalMeshComponent.h | |
| bPostEvaluatingAnimation | uint8 | Components/SkeletalMeshComponent.h | ||
| CachedAttributes | UE::Anim::FMeshAttributeContainer | Current and cached attribute evaluation data, used for Update Rate optimization | Components/SkeletalMeshComponent.h | |
| CachedBoneSpaceTransforms | TArray< FTransform > | Cached BoneSpaceTransforms for Update Rate optimization. | Components/SkeletalMeshComponent.h |
|
| CachedComponentSpaceTransforms | TArray< FTransform > | Cached SpaceBases for Update Rate optimization. | Components/SkeletalMeshComponent.h |
|
| CachedCurve | FBlendedHeapCurve | Cached Curve result for Update Rate optimization | Components/SkeletalMeshComponent.h | |
| CachedMeshCurveMetaDataVersion | uint16 | Cache curve metadata from mesh and this will be used to identify if it needs to be updated | Components/SkeletalMeshComponent.h |
|
| ClothCollisionSources | TArray< FClothCollisionSource > | Array of sources for cloth collision | Components/SkeletalMeshComponent.h | |
| ClothingInteractor | TObjectPtr< UClothingSimulationInteractor > | Object responsible for interacting with the clothing simulation. | Components/SkeletalMeshComponent.h |
|
| ClothingSimulation | IClothingSimulation * | Clothing simulation objects. | Components/SkeletalMeshComponent.h | |
| ClothingSimulationContext | IClothingSimulationContext * | Components/SkeletalMeshComponent.h | ||
| ClothTeleportCosineThresholdInRad | float | Used for pre-computation using TeleportRotationThreshold property | Components/SkeletalMeshComponent.h | |
| ClothTeleportDistThresholdSquared | float | Used for pre-computation using tTeleportDistanceThreshold property | Components/SkeletalMeshComponent.h | |
| CurvesArray | FBlendedHeapCurve | This is required for recording animations, so save for editor only Temporary array of curve arrays that are active on this component - keeps same buffer index as SpaceBases - Please check SkinnedMeshComponent | Components/SkeletalMeshComponent.h | |
| CustomAttributes | UE::Anim::FMeshAttributeContainer | Components/SkeletalMeshComponent.h | ||
| DefaultAnimatingRigOverride | TSoftObjectPtr< UObject > | Default Animating Rig to Use if bOverrideDefaultAnimatingRig is true | Components/SkeletalMeshComponent.h |
|
| FilteredAnimCurves | TArray< FName > | You can choose to disable certain curves if you prefer. | Components/SkeletalMeshComponent.h |
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| FSkeletalMeshComponentClothTickFunction | friend | Let the cloth tick and completion tasks have access to private clothing data | Components/SkeletalMeshComponent.h | |
| LastPoseTickFrame | uint32 | Can't rely on time value, because those may be affected by dilation and whether or not the game is paused. | Components/SkeletalMeshComponent.h |
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| LinkedInstances | TArray< TObjectPtr< UAnimInstance > > | Any running linked anim instances | Components/SkeletalMeshComponent.h |
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| MorphTargetCurves | TMap< FName, float > | Morph Target Curves. This will override AnimInstance MorphTargetCurves if same curve is found | Components/SkeletalMeshComponent.h |
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| OnBoneTransformsFinalizedMC | FOnBoneTransformsFinalizedMultiCast | Multicaster fired when this component bone transforms are finalized | Components/SkeletalMeshComponent.h | |
| OnLODRequiredBonesUpdate_Member | FOnLODRequiredBonesUpdateMulticast | Components/SkeletalMeshComponent.h | ||
| OnSkelMeshPhysicsCreated | FOnSkelMeshPhysicsCreatedMultiCast | Multicaster fired when this component creates physics state (in case external objects rely on physics state) | Components/SkeletalMeshComponent.h | |
| OnSkelMeshPhysicsTeleported | FOnSkelMeshTeleportedMultiCast | Multicaster fired when this component teleports | Components/SkeletalMeshComponent.h | |
| ParallelAnimationEvaluationTask | FGraphEventRef | Reference to our current parallel animation evaluation task (if there is one) | Components/SkeletalMeshComponent.h | |
| ParallelBlendPhysicsCompletionTask | FGraphEventRef | Reference to our current blend physics task (if there is one) | Components/SkeletalMeshComponent.h | |
| ParallelClothTask | FGraphEventRef | Ref for the clothing parallel task, so we can detect whether or not a sim is running | Components/SkeletalMeshComponent.h | |
| PendingTeleportType | ETeleportType | Teleport type to use on the next update | Components/SkeletalMeshComponent.h | |
| PostProcessAnimBPLODThreshold | int32 | Max LOD level that post-process AnimBPs are evaluated. | Components/SkeletalMeshComponent.h |
|
| PrevRootBoneMatrix | FMatrix | Previous root bone matrix to compare the difference and decide to do clothing teleport | Components/SkeletalMeshComponent.h | |
| PrevRootRigidBodyScale | FVector3f | Previous root body scale to compare the difference when the actor scale is updated. | Components/SkeletalMeshComponent.h | |
| SharedRequiredBones | TSharedPtr< struct FBoneContainer > | Shared bone container between all anim instances owned by this skeletal mesh component | Components/SkeletalMeshComponent.h | |
| SkeletalMeshAsset | TObjectPtr< USkeletalMesh > | The skeletal mesh used by this component. | Components/SkeletalMeshComponent.h |
|
| TeleportDistanceThreshold | float | Conduct teleportation if the character's movement is greater than this threshold in 1 frame. | Components/SkeletalMeshComponent.h |
|
| TeleportRotationThreshold | float | Rotation threshold in degrees, ranging from 0 to 180. | Components/SkeletalMeshComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AccumulateAllBodiesBelowPhysicsBlendWeight
(
const FName& InBoneName, |
Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated | Components/SkeletalMeshComponent.h |
|
void AddClothCollisionSource
(
USkeletalMeshComponent* InSourceComponent, |
Add a collision source for the cloth on this component. | Components/SkeletalMeshComponent.h |
|
void AddClothingBounds
(
FBoxSphereBounds& InOutBounds, |
Given bounds InOutBounds, expand them to also enclose the clothing simulation mesh | Components/SkeletalMeshComponent.h | |
virtual void AddForceToAllBodiesBelow
(
FVector Force, |
Add a force to all rigid bodies below. | Components/SkeletalMeshComponent.h |
|
virtual void AddImpulseToAllBodiesBelow
(
FVector Impulse, |
Add impulse to all single rigid bodies below. Good for one time instant burst. | Components/SkeletalMeshComponent.h |
|
void AllowAnimCurveEvaluation
(
FName NameOfCurve, |
Components/SkeletalMeshComponent.h |
|
|
void AllowQueuedAnimEventsNextDispatch() |
If true, next time that ConditionallyDispatchQueuedAnimEvents() is called it will trigger any queued anim notifies available. | Components/SkeletalMeshComponent.h | |
| Apply animation curves to this component | Components/SkeletalMeshComponent.h | ||
void ApplyDeltaToAllPhysicsTransforms
(
const FVector& DeltaLocation, |
Set physics transforms for all bodies | Components/SkeletalMeshComponent.h | |
void ApplyEditedComponentSpaceTransforms() |
Called after modifying Component Space Transforms externally | Components/SkeletalMeshComponent.h | |
void BindClothToLeaderPoseComponent () |
If this component has a valid LeaderPoseComponent then this function makes cloth items on the follower component take the transforms of the cloth items on the leader component instead of simulating separately. | Components/SkeletalMeshComponent.h |
|
void BindClothToMasterPoseComponent() |
Components/SkeletalMeshComponent.h | ||
void BlendInPhysics
(
FTickFunction& ThisTickFunction |
Take the results of the physics and blend them with the animation state (based on the PhysicsWeight parameter), and update the SpaceBases array. | Components/SkeletalMeshComponent.h | |
void BlendPhysicsBones
(
TArray< FBoneIndexType >& Bones |
Blend of Physics Bones with PhysicsWeight and Animated Bones with (1-PhysicsWeight) | Components/SkeletalMeshComponent.h | |
void BreakConstraint
(
FVector Impulse, |
Break a constraint off a Gore mesh. | Components/SkeletalMeshComponent.h |
|
bool CanSimulateClothing() |
Returns whether we're able to run a simulation (ignoring the suspend flag) | Components/SkeletalMeshComponent.h | |
virtual void CheckClothTeleport() |
Check linear and angular thresholds for clothing teleport | Components/SkeletalMeshComponent.h | |
virtual void ClearAnimNotifyErrors
(
UObject* InSourceNotify |
Clears currently stored errors. Call before triggering anim notifies for a particular mesh. | Components/SkeletalMeshComponent.h | |
void ClearAnimScriptInstance() |
Components/SkeletalMeshComponent.h | ||
void ClearCachedAnimProperties() |
Clear cached animation data generated for URO during evaluation | Components/SkeletalMeshComponent.h | |
void ClearLayerOverlay
(
TSubclassOf< UAnimInstance > InClass |
Components/SkeletalMeshComponent.h | ||
void ClearMorphTargets() |
Clear all Morph Target that are set to this mesh | Components/SkeletalMeshComponent.h |
|
virtual void CompleteParallelAnimationEvaluation
(
bool bDoPostAnimEvaluation |
Components/SkeletalMeshComponent.h | ||
void CompleteParallelClothSimulation() |
Callback when the parallel clothing task finishes, copies needed data back to component for gamethread | Components/SkeletalMeshComponent.h | |
| Computes the required bones in this SkeletalMeshComponent based on current SkeletalMesh, LOD and PhysicsAsset | Components/SkeletalMeshComponent.h | ||
void ConditionallyDispatchQueuedAnimEvents() |
Components/SkeletalMeshComponent.h | ||
FRootMotionMovementParams ConsumeRootMotion() |
Consume and return pending root motion from our internal anim instances (main, sub and post) | Components/SkeletalMeshComponent.h | |
FTransform ConvertLocalRootMotionToWorld
(
const FTransform& InTransform |
Take extracted RootMotion and convert it from local space to world space. | Components/SkeletalMeshComponent.h | |
void CreateBodySetup() |
Components/SkeletalMeshComponent.h | ||
void DebugDrawClothing
(
FPrimitiveDrawInterface* PDI |
Draw the currently clothing state, using the editor extender interface | Components/SkeletalMeshComponent.h | |
void DebugDrawClothingTexts
(
FCanvas* Canvas, |
Draw the currently clothing state, using the editor extender interface | Components/SkeletalMeshComponent.h | |
void EvaluatePostProcessMeshInstance
(
TArray< FTransform >& OutBoneSpaceTransforms, |
Evaluates the post process instance from the skeletal mesh this component is using. | Components/SkeletalMeshComponent.h | |
void EvaluatePostProcessMeshInstance
(
TArray< FTransform >& OutBoneSpaceTransforms, |
Components/SkeletalMeshComponent.h | ||
FName FindConstraintBoneName
(
int32 ConstraintIndex |
Find Constraint Name from index | Components/SkeletalMeshComponent.h |
|
int32 FindConstraintIndex
(
FName ConstraintName |
Find Constraint Index from the name | Components/SkeletalMeshComponent.h | |
FConstraintInstance * FindConstraintInstance
(
FName ConName |
Find instance of the constraint that matches the name supplied. | Components/SkeletalMeshComponent.h | |
int32 FindRootBodyIndex() |
Find the root body index | Components/SkeletalMeshComponent.h | |
void ForceClothNextUpdateTeleport() |
Used to indicate we should force 'teleport' during the next call to UpdateClothState, This will transform positions and velocities and thus keep the simulation state, just translate it to a new pose. | Components/SkeletalMeshComponent.h |
|
| Used to indicate we should force 'teleport and reset' during the next call to UpdateClothState. | Components/SkeletalMeshComponent.h |
|
|
void ForEachAnimInstance
(
TFunctionRef< void(UAnimInstance*)> InFunction |
Calls a function on each of the anim instances that this mesh component hosts, including linked and post-process instances | Components/SkeletalMeshComponent.h | |
int32 ForEachBodyBelow
(
FName BoneName, |
Iterates over all bodies below and executes Func. Returns number of bodies found | Components/SkeletalMeshComponent.h | |
bool GetAllowClothActors() |
Components/SkeletalMeshComponent.h |
|
|
bool GetAllowedAnimCurveEvaluate() |
Components/SkeletalMeshComponent.h |
|
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bool GetAllowRigidBodyAnimNode() |
Components/SkeletalMeshComponent.h |
|
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const FBlendedHeapCurve & GetAnimationCurves() |
Access Curve Array for reading | Components/SkeletalMeshComponent.h | |
EAnimationMode::Type GetAnimationMode() |
Components/SkeletalMeshComponent.h |
|
|
UClass * GetAnimClass() |
Get the anim instance class via getter callable by sequencer. | Components/SkeletalMeshComponent.h |
|
const FBlendedHeapCurve & GetAnimCurves() |
Get the current set of curve values | Components/SkeletalMeshComponent.h | |
| Returns the animation instance that is driving the class (if available). | Components/SkeletalMeshComponent.h |
|
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FVector GetBoneLinearVelocity
(
const FName& InBoneName |
Components/SkeletalMeshComponent.h |
|
|
float GetBoneMass
(
FName BoneName, |
Returns the mass (in kg) of the given bone | Components/SkeletalMeshComponent.h |
|
TArray< FTransform > GetBoneSpaceTransforms() |
This is explicit copy because this buffer is reused during evaluation we want to have reference and emptied during evaluation | Components/SkeletalMeshComponent.h | |
TArrayView< const FTransform > GetBoneSpaceTransformsView() |
Get the bone space transforms as array view. | Components/SkeletalMeshComponent.h | |
const TArray< FTransform > & GetCachedComponentSpaceTransforms() |
Access cached component space transforms | Components/SkeletalMeshComponent.h | |
FVector GetClosestCollidingRigidBodyLocation
(
const FVector& TestLocation |
Iterates through all bodies in our PhysicsAsset and returns the location of the closest bone associated with a body that has collision enabled. | Components/SkeletalMeshComponent.h | |
bool GetClosestPointOnPhysicsAsset
(
const FVector& WorldPosition, |
Given a world position, find the closest point on the physics asset. | Components/SkeletalMeshComponent.h | |
const TArray< FClothCollisionSource > & GetClothCollisionSources() |
Components/SkeletalMeshComponent.h | ||
| Get the current clothing simulation (read/write) | Components/SkeletalMeshComponent.h | ||
const IClothingSimulation * GetClothingSimulation () |
Get the current clothing simulation (read only) | Components/SkeletalMeshComponent.h | |
| Get the current clothing simulation context (read only) | Components/SkeletalMeshComponent.h | ||
| Get the current clothing simulation context (read/write) | Components/SkeletalMeshComponent.h | ||
UClothingSimulationInteractor * GetClothingSimulationInteractor() |
Get the current interactor for a clothing simulation, if the current simulation supports runtime interaction. | Components/SkeletalMeshComponent.h |
|
float GetClothMaxDistanceScale() |
Get/Set the max distance scale of clothing mesh vertices | Components/SkeletalMeshComponent.h |
|
bool GetClothSimulatedPosition_GameThread
(
const FGuid& AssetGuid, |
If the vertex index is valid for simulated vertices, returns the position in world space | Components/SkeletalMeshComponent.h | |
FConstraintInstanceAccessor GetConstraintByName
(
FName ConstraintName, |
Gets a constraint by its name | Components/SkeletalMeshComponent.h |
|
FConstraintInstance * GetConstraintInstanceByIndex
(
uint32 Index |
Get instance of the constraint that matches the index . | Components/SkeletalMeshComponent.h | |
bool GetConstraintProfilePropertiesOrDefault
(
FConstraintProfileProperties& OutProperties, |
Gets the constraint profile properties that a joint drive would adopt if it were set to the given constraint profile. | Components/SkeletalMeshComponent.h | |
void GetConstraints
(
bool bIncludesTerminated, |
Gets all the constraints | Components/SkeletalMeshComponent.h |
|
void GetConstraintsFromBody
(
FName BodyName, |
Gets all the constraints attached to a body | Components/SkeletalMeshComponent.h |
|
const TMap< int32, FClothSimulData > & GetCurrentClothingData_AnyThread () |
Get the current simulation data map for the clothing on this component. | Components/SkeletalMeshComponent.h | |
const TMap< int32, FClothSimulData > & GetCurrentClothingData_GameThread () |
Get the current simulation data map for the clothing on this component. | Components/SkeletalMeshComponent.h | |
void GetCurrentJointAngles
(
FName InBoneName, |
Gets the current Angular state for a named bone constraint | Components/SkeletalMeshComponent.h |
|
UE::Anim::FCurveFilterSettings GetCurveFilterSettings
(
int32 InLODOverride |
Get the curve settings that will be used for anim evaluation. | Components/SkeletalMeshComponent.h | |
bool GetCurveValue
(
FName CurveName, |
Get curve value | Components/SkeletalMeshComponent.h |
|
const UE::Anim::FMeshAttributeContainer & GetCustomAttributes() |
Components/SkeletalMeshComponent.h | ||
TSoftObjectPtr< UObject > GetDefaultAnimatingRig() |
Components/SkeletalMeshComponent.h |
|
|
TSoftObjectPtr< UObject > GetDefaultAnimatingRigOverride() |
Components/SkeletalMeshComponent.h |
|
|
bool GetDisableAnimCurves() |
Components/SkeletalMeshComponent.h |
|
|
bool GetDisablePostProcessBlueprint() |
Gets whether the post process blueprint is currently disabled for this component | Components/SkeletalMeshComponent.h |
|
| Components/SkeletalMeshComponent.h | |||
| Get Access to the current editable Curve Array - uses same buffer as space bases | Components/SkeletalMeshComponent.h | ||
const FBlendedHeapCurve & GetEditableAnimationCurves () |
Components/SkeletalMeshComponent.h | ||
bool GetFloatAttribute
(
const FName& BoneName, |
Get float type attribute value. | Components/SkeletalMeshComponent.h |
|
bool GetFloatAttribute_Ref
(
const FName& BoneName, |
Get float type attribute value. | Components/SkeletalMeshComponent.h |
|
bool GetIntegerAttribute
(
const FName& BoneName, |
Get integer type attribute value. | Components/SkeletalMeshComponent.h |
|
bool GetIntegerAttribute_Ref
(
const FName& BoneName, |
Get integer type attribute value. | Components/SkeletalMeshComponent.h |
|
UAnimInstance * GetLayerSubInstanceByClass
(
TSubclassOf< UAnimInstance > InClass |
Components/SkeletalMeshComponent.h | ||
UAnimInstance * GetLayerSubInstanceByGroup
(
FName InGroup |
Components/SkeletalMeshComponent.h | ||
UAnimInstance * GetLinkedAnimGraphInstanceByTag
(
FName InTag |
Returns the a tagged linked instance node. | Components/SkeletalMeshComponent.h |
|
void GetLinkedAnimGraphInstancesByTag
(
FName InTag, |
Returns all tagged linked instance nodes that match the tag. | Components/SkeletalMeshComponent.h |
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS const TArray< UAnimInstance * > & GetLinkedAnimInstances () |
Get the anim instances linked to the main AnimScriptInstance | Components/SkeletalMeshComponent.h | |
UAnimInstance * GetLinkedAnimLayerInstanceByClass
(
TSubclassOf< UAnimInstance > InClass |
Gets the first layer linked instance corresponding to the specified class | Components/SkeletalMeshComponent.h |
|
UAnimInstance * GetLinkedAnimLayerInstanceByGroup
(
FName InGroup |
Gets the layer linked instance corresponding to the specified group | Components/SkeletalMeshComponent.h |
|
float GetMorphTarget
(
FName MorphTargetName |
Get Morph target with given name | Components/SkeletalMeshComponent.h |
|
| Components/SkeletalMeshComponent.h | |||
const TArray< FPendingRadialForces > & GetPendingRadialForces() |
Components/SkeletalMeshComponent.h | ||
float GetPlayRate () |
Animation play functions | Components/SkeletalMeshComponent.h |
|
float GetPosition () |
Animation play functions | Components/SkeletalMeshComponent.h |
|
| Get the post-processing AnimBP to be used for this skeletal mesh component. | Components/SkeletalMeshComponent.h | ||
| Returns the active post process instance is one is available. | Components/SkeletalMeshComponent.h |
|
|
TSharedPtr< struct FBoneContainer > GetSharedRequiredBones() |
Gets the shared bone container used between all owned anim instances. Creates it on the first call. | Components/SkeletalMeshComponent.h | |
UAnimSingleNodeInstance * GetSingleNodeInstance() |
Components/SkeletalMeshComponent.h | ||
FVector GetSkeletalCenterOfMass() |
Returns the center of mass of the skeletal mesh, instead of the root body's location | Components/SkeletalMeshComponent.h |
|
USkeletalMesh * GetSkeletalMeshAsset() |
Get the SkeletalMesh rendered for this mesh. | Components/SkeletalMeshComponent.h |
|
bool GetStringAttribute
(
const FName& BoneName, |
Get string type attribute value. | Components/SkeletalMeshComponent.h |
|
bool GetStringAttribute_Ref
(
const FName& BoneName, |
Get string type attribute value. | Components/SkeletalMeshComponent.h |
|
UAnimInstance * GetSubInstanceByName
(
FName InTag |
Components/SkeletalMeshComponent.h | ||
UAnimInstance * GetSubInstanceByTag
(
FName InTag |
Components/SkeletalMeshComponent.h | ||
void GetSubInstancesByTag
(
FName InTag, |
Components/SkeletalMeshComponent.h | ||
float GetTeleportDistanceThreshold() |
Gets the teleportation distance threshold. | Components/SkeletalMeshComponent.h |
|
float GetTeleportRotationThreshold() |
Gets the teleportation rotation threshold. | Components/SkeletalMeshComponent.h |
|
float GetTotalMassBelowBone
(
FName InBoneName |
Utility which returns total mass of all bones below the supplied one in the hierarchy (including this one). | Components/SkeletalMeshComponent.h | |
bool GetTransformAttribute
(
const FName& BoneName, |
Get FTransform type attribute value. | Components/SkeletalMeshComponent.h |
|
bool GetTransformAttribute_Ref
(
const FName& BoneName, |
Get FTransform type attribute value. | Components/SkeletalMeshComponent.h |
|
bool GetUpdateAnimationInEditor() |
Return true if currently updating in editor is true this is non BP because this is only used for follower component to detect leader component ticking state | Components/SkeletalMeshComponent.h | |
bool GetUpdateClothInEditor() |
Components/SkeletalMeshComponent.h | ||
void GetUpdateClothSimulationData
(
TMap< int32, FClothSimulData >& OutClothSimData, |
Store cloth simulation data into OutClothSimData | Components/SkeletalMeshComponent.h | |
bool HandleExistingParallelEvaluationTask
(
bool bBlockOnTask, |
Management function for if we want to do an evaluation but may already be running one bBlockOnTask - if true and we are currently performing parallel eval we wait for it to finish bPerformPostAnimEvaluation - if true and we are currently performing parallel eval we call PostAnimEvaluation too return true if parallel task was running. | Components/SkeletalMeshComponent.h | |
bool HasValidAnimationInstance() |
Returns whether there are any valid instances to run, currently this means whether we have have an animation instance or a post process instance available to process. | Components/SkeletalMeshComponent.h |
|
virtual void InitAnim
(
bool bForceReinit |
Animation | Components/SkeletalMeshComponent.h | |
void InitArticulated
(
FPhysScene* PhysScene |
Initialize PhysicsAssetInstance for the physicsAsset | Components/SkeletalMeshComponent.h | |
void InitCollisionRelationships() |
Components/SkeletalMeshComponent.h | ||
bool InitializeAnimScriptInstance
(
bool bForceReinit, |
Components/SkeletalMeshComponent.h | ||
void InitSkelControls() |
Initialize SkelControls | Components/SkeletalMeshComponent.h | |
void InstantiatePhysicsAsset
(
const UPhysicsAsset& PhysAsset, |
Instantiates bodies given a physics asset. | Components/SkeletalMeshComponent.h | |
void InstantiatePhysicsAssetBodies
(
const UPhysicsAsset& PhysAsset, |
Instantiates only the bodies given a physics asset, not the constraints. | Components/SkeletalMeshComponent.h | |
void InstantiatePhysicsAssetRefPose
(
const UPhysicsAsset& PhysAsset, |
Instantiates bodies given a physics asset like InstantiatePhysicsAsset but instead of reading the current component state, this reads the ref-pose from the reference skeleton of the mesh. | Components/SkeletalMeshComponent.h | |
bool IsAnimBlueprintInstanced() |
Components/SkeletalMeshComponent.h | ||
bool IsBodyGravityEnabled
(
FName BoneName |
Checks whether or not gravity is enabled on the given bone. | Components/SkeletalMeshComponent.h |
|
bool IsClothBoundToLeaderComponent() |
Components/SkeletalMeshComponent.h | ||
bool IsClothBoundToMasterComponent() |
Components/SkeletalMeshComponent.h | ||
bool IsClothingSimulationSuspended() |
Gets whether or not the clothing simulation is currently suspended | Components/SkeletalMeshComponent.h |
|
bool IsPlaying () |
Animation play functions | Components/SkeletalMeshComponent.h |
|
bool IsPostEvaluatingAnimation() |
Are we currently within PostAnimEvaluation. | Components/SkeletalMeshComponent.h | |
bool IsRunningParallelEvaluation() |
Returns whether we are currently trying to run a parallel animation evaluation task. | Components/SkeletalMeshComponent.h | |
virtual bool IsWindEnabled() |
Components/SkeletalMeshComponent.h | ||
bool K2_GetClosestPointOnPhysicsAsset
(
const FVector& WorldPosition, |
Given a world position, find the closest point on the physics asset. | Components/SkeletalMeshComponent.h |
|
virtual void K2_SetAnimInstanceClass
(
UClass* NewClass |
Components/SkeletalMeshComponent.h | ||
void LinkAnimClassLayers
(
TSubclassOf< UAnimInstance > InClass |
Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. | Components/SkeletalMeshComponent.h |
|
void LinkAnimGraphByTag
(
FName InTag, |
Runs through all nodes, attempting to find linked instance by name/tag, then sets the class of each node if the tag matches | Components/SkeletalMeshComponent.h |
|
virtual void NotifySkelControlBeyondLimit
(
USkelControlLookAt* LookAt |
Notifier when look at control goes beyond of limit - candidate for delegate | Components/SkeletalMeshComponent.h | |
void OverrideAnimationData
(
UAnimationAsset* InAnimToPlay, |
This overrides current AnimationData parameter in the SkeletalMeshComponent. | Components/SkeletalMeshComponent.h |
|
void ParallelAnimationEvaluation() |
Parallel evaluation wrappers. | Components/SkeletalMeshComponent.h | |
void PerformAnimationEvaluation
(
const USkeletalMesh* InSkeletalMesh, |
Runs the animation evaluation for the current pose into the supplied variables PerformAnimationProcessing runs evaluation based on bInDoEvaluation. | Components/SkeletalMeshComponent.h | |
void PerformAnimationEvaluation
(
const USkeletalMesh* InSkeletalMesh, |
Components/SkeletalMeshComponent.h | ||
void PerformAnimationProcessing
(
const USkeletalMesh* InSkeletalMesh, |
Components/SkeletalMeshComponent.h | ||
void PerformAnimationProcessing
(
const USkeletalMesh* InSkeletalMesh, |
Components/SkeletalMeshComponent.h | ||
void Play
(
bool bLooping |
Animation play functions | Components/SkeletalMeshComponent.h |
|
void PlayAnimation
(
UAnimationAsset* NewAnimToPlay, |
Animation play functions | Components/SkeletalMeshComponent.h |
|
bool PoseTickedThisFrame() |
Checked whether we have already ticked the pose this frame | Components/SkeletalMeshComponent.h | |
void PostAnimEvaluation
(
FAnimationEvaluationContext& EvaluationContext |
Components/SkeletalMeshComponent.h | ||
void RecalcRequiredBones
(
int32 LODIndex |
Recalculates the RequiredBones array in this SkeletalMeshComponent based on current SkeletalMesh, LOD and PhysicsAsset. | Components/SkeletalMeshComponent.h | |
void RecalcRequiredCurves() |
Recalculates the AnimCurveUids array in RequiredBone of this SkeletalMeshComponent based on current required bone set Is called when Skeleton->IsRequiredCurvesUpToDate() = false | Components/SkeletalMeshComponent.h | |
void RecreateClothingActors() |
Destroys and recreates the clothing actors in the current simulation | Components/SkeletalMeshComponent.h |
|
void RefreshSkeletalMeshAsset() |
Sets the SkeletalMeshAsset to the current SkeletalMesh. | Components/SkeletalMeshComponent.h | |
void RegisterClothTick
(
bool bRegister |
Handle registering our pre cloth tick function. | Components/SkeletalMeshComponent.h | |
virtual void RegisterEndPhysicsTick
(
bool bRegister |
Handle registering our end physics tick function. | Components/SkeletalMeshComponent.h | |
FDelegateHandle RegisterOnLODRequiredBonesUpdate
(
const FOnLODRequiredBonesUpdate& Delegate |
Register/Unregister for OnLODRequiredBonesUpdate callback | Components/SkeletalMeshComponent.h | |
FDelegateHandle RegisterOnPhysicsCreatedDelegate
(
const FOnSkelMeshPhysicsCreated& Delegate |
Register/Unregister for physics state creation callback | Components/SkeletalMeshComponent.h | |
FDelegateHandle RegisterOnSkeletalMeshPropertyChanged
(
const FOnSkeletalMeshPropertyChanged& Delegate |
Register / Unregister delegates called when the skeletal mesh property is changed | Components/SkeletalMeshComponent.h | |
FDelegateHandle RegisterOnSkeletalMeshUnregistered
(
const FOnSkeletalMeshUnregisteredDelegate& Delegate |
Register / Unregister delegates called when the mesh component is unregistered. | Components/SkeletalMeshComponent.h | |
FDelegateHandle RegisterOnTeleportDelegate
(
const FOnSkelMeshTeleported& Delegate |
Register/Unregister for teleport callback | Components/SkeletalMeshComponent.h | |
void ReleaseAllClothingResources() |
Remove all clothing actors from their simulation and clear any other necessary clothing data to leave the simulations in a clean state | Components/SkeletalMeshComponent.h | |
void RemoveAllClothingActors() |
Remove clothing actors from their simulation | Components/SkeletalMeshComponent.h | |
void RemoveClothCollisionSource
(
USkeletalMeshComponent* InSourceComponent, |
Remove a cloth collision source defined by both a component and a physics asset | Components/SkeletalMeshComponent.h |
|
void RemoveClothCollisionSource
(
USkeletalMeshComponent* InSourceComponent |
Remove a cloth collision source defined by a component | Components/SkeletalMeshComponent.h | |
void RemoveClothCollisionSources
(
USkeletalMeshComponent* InSourceComponent |
Remove a cloth collision source defined by a component | Components/SkeletalMeshComponent.h |
|
virtual void ReportAnimNotifyError
(
const FText& Error, |
Subclasses such as DebugSkelMeshComponent keep track of errors in the anim notifies so they can be displayed to the user. | Components/SkeletalMeshComponent.h | |
void ResetAllBodiesSimulatePhysics() |
Allows you to reset bodies Simulate state based on where bUsePhysics is set to true in the BodySetup. | Components/SkeletalMeshComponent.h |
|
void ResetAllowedAnimCurveEvaluation() |
By reset, it will allow all the curves to be evaluated | Components/SkeletalMeshComponent.h |
|
void ResetAnimInstanceDynamics
(
ETeleportType InTeleportType |
Informs any active anim instances (main instance, linked instances, post instance) that a dynamics reset is required for example if a teleport occurs. | Components/SkeletalMeshComponent.h |
|
void ResetClothCollisionSources() |
Remove all cloth collision sources | Components/SkeletalMeshComponent.h |
|
void ResetClothTeleportMode() |
Reset the teleport mode of a next update to 'Continuous' | Components/SkeletalMeshComponent.h |
|
void ResetRootBodyIndex() |
Reset Root Body Index | Components/SkeletalMeshComponent.h | |
void ResumeClothingSimulation() |
Resumes a previously suspended clothing simulation, teleporting the clothing on the next tick | Components/SkeletalMeshComponent.h |
|
void SetAllBodiesBelowLinearVelocity
(
const FName& InBoneName, |
Set the linear velocity of the child bodies to match that of the given parent bone | Components/SkeletalMeshComponent.h |
|
void SetAllBodiesBelowPhysicsBlendWeight
(
const FName& InBoneName, |
Set all of the bones below passed in bone to be simulated | Components/SkeletalMeshComponent.h |
|
void SetAllBodiesBelowPhysicsDisabled
(
const FName& InBoneName, |
[WARNING: Chaos Only] Set all of the bones below passed in bone to be disabled or not for the associated physics solver Bodies will not be colliding or be part of the physics simulation. | Components/SkeletalMeshComponent.h |
|
void SetAllBodiesBelowSimulatePhysics
(
const FName& InBoneName, |
Set all of the bones below passed in bone to be simulated | Components/SkeletalMeshComponent.h |
|
void SetAllBodiesCollisionObjectType
(
ECollisionChannel NewChannel |
Set the movement channel of all bodies | Components/SkeletalMeshComponent.h | |
void SetAllBodiesNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision |
Set the rigid body notification state for all bodies. | Components/SkeletalMeshComponent.h | |
void SetAllBodiesPhysicsBlendWeight
(
float PhysicsBlendWeight, |
Components/SkeletalMeshComponent.h |
|
|
void SetAllBodiesSimulatePhysics
(
bool bNewSimulate |
Set bSimulatePhysics to true for all bone bodies. | Components/SkeletalMeshComponent.h |
|
void SetAllMotorsAngularDriveParams
(
float InSpring, |
Set Angular Drive motors params for all constraint instances | Components/SkeletalMeshComponent.h |
|
void SetAllMotorsAngularPositionDrive
(
bool bEnableSwingDrive, |
Enable or Disable AngularPositionDrive. | Components/SkeletalMeshComponent.h |
|
void SetAllMotorsAngularVelocityDrive
(
bool bEnableSwingDrive, |
Enable or Disable AngularVelocityDrive. | Components/SkeletalMeshComponent.h |
|
void SetAllowAnimCurveEvaluation
(
bool bInAllow |
Components/SkeletalMeshComponent.h |
|
|
void SetAllowClothActors
(
bool bInAllow |
Sets whether cloth assets should be created/simulated in this component. | Components/SkeletalMeshComponent.h |
|
| Resets, and then only allow the following list to be allowed/disallowed | Components/SkeletalMeshComponent.h |
|
|
void SetAllowRigidBodyAnimNode
(
bool bInAllow, |
Sets whether or not to allow rigid body animation nodes for this component | Components/SkeletalMeshComponent.h |
|
void SetAngularLimits
(
FName InBoneName, |
Sets the Angular Motion Ranges for a named constraint | Components/SkeletalMeshComponent.h |
|
void SetAnimation
(
UAnimationAsset* NewAnimToPlay |
Animation play functions | Components/SkeletalMeshComponent.h |
|
void SetAnimationMode
(
EAnimationMode::Type InAnimationMode, |
Below are the interface to control animation when animation mode, not blueprint mode Set the Animation Mode | Components/SkeletalMeshComponent.h |
|
virtual void SetAnimClass
(
UClass* NewClass |
Set the anim instance class. | Components/SkeletalMeshComponent.h | |
virtual void SetAnimInstanceClass
(
UClass* NewClass |
Set the anim instance class. | Components/SkeletalMeshComponent.h |
|
virtual void SetBodyNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision, |
Changes the value of bNotifyRigidBodyCollision for a given body | Components/SkeletalMeshComponent.h |
|
void SetBodySimulatePhysics
(
const FName& InBoneName, |
Set a single bone to be simulated (or not) | Components/SkeletalMeshComponent.h |
|
void SetClothMaxDistanceScale
(
float Scale |
Components/SkeletalMeshComponent.h |
|
|
void SetConstraintProfile
(
FName JointName, |
Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset. | Components/SkeletalMeshComponent.h |
|
void SetConstraintProfileForAll
(
FName ProfileName, |
Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset for all constraints. | Components/SkeletalMeshComponent.h |
|
void SetDefaultAnimatingRigOverride
(
TSoftObjectPtr< UObject > InAnimatingRig |
Components/SkeletalMeshComponent.h |
|
|
void SetDisableAnimCurves
(
bool bInDisableAnimCurves |
Components/SkeletalMeshComponent.h |
|
|
void SetDisablePostProcessBlueprint
(
bool bInDisablePostProcess |
Sets whether the post process blueprint is currently running for this component. | Components/SkeletalMeshComponent.h |
|
void SetEnableAnimation
(
bool bNewEnableAnimation |
Whether the built-in animation of this component should run when the component ticks. | Components/SkeletalMeshComponent.h |
|
void SetEnableBodyGravity
(
bool bEnableGravity, |
Enables or disables gravity for the given bone. | Components/SkeletalMeshComponent.h |
|
void SetEnableGravityOnAllBodiesBelow
(
bool bEnableGravity, |
Enables or disables gravity to all bodies below the given bone. | Components/SkeletalMeshComponent.h |
|
void SetEnablePhysicsBlending
(
bool bNewBlendPhysics |
Disable physics blending of bones | Components/SkeletalMeshComponent.h |
|
void SetForceRefPose
(
bool bNewForceRefPose |
Change whether to force mesh into ref pose (and use cheaper vertex shader) | Components/SkeletalMeshComponent.h | |
void SetLayerOverlay
(
TSubclassOf< UAnimInstance > InClass |
Components/SkeletalMeshComponent.h | ||
void SetMorphTarget
(
FName MorphTargetName, |
Set Morph Target with Name and Value(0-1) | Components/SkeletalMeshComponent.h |
|
| Enable or Disable AngularPositionDrive based on a list of bone names | Components/SkeletalMeshComponent.h | ||
| Enable or Disable AngularVelocityDrive based on a list of bone names | Components/SkeletalMeshComponent.h | ||
virtual void SetNotifyRigidBodyCollisionBelow
(
bool bNewNotifyRigidBodyCollision, |
Changes the value of bNotifyRigidBodyCollision on all bodies below a given bone | Components/SkeletalMeshComponent.h |
|
void SetOverridePostProcessAnimBP
(
TSubclassOf< UAnimInstance > InPostProcessAnimBlueprint, |
Set the post-processing AnimBP to be used for this skeletal mesh component. | Components/SkeletalMeshComponent.h |
|
void SetPhysicsBlendWeight
(
float PhysicsBlendWeight |
This is global set up for setting physics blend weight This does multiple things automatically If PhysicsBlendWeight == 1.f, it will enable Simulation, and if PhysicsBlendWeight == 0.f, it will disable Simulation. | Components/SkeletalMeshComponent.h |
|
void SetPlayRate
(
float Rate |
Animation play functions | Components/SkeletalMeshComponent.h |
|
void SetPosition
(
float InPos, |
Animation play functions | Components/SkeletalMeshComponent.h |
|
void SetRootBodyIndex
(
int32 InBodyIndex |
Set Root Body Index | Components/SkeletalMeshComponent.h | |
void SetSkeletalMeshAsset
(
USkeletalMesh* NewMesh |
Set the SkeletalMesh rendered for this mesh. | Components/SkeletalMeshComponent.h |
|
void SetSkeletalMeshWithoutResettingAnimation
(
USkeletalMesh* NewMesh |
Components/SkeletalMeshComponent.h | ||
void SetSubInstanceClassByTag
(
FName InTag, |
Components/SkeletalMeshComponent.h | ||
void SetTeleportDistanceThreshold
(
float Threshold |
Sets the teleportation distance threshold. | Components/SkeletalMeshComponent.h |
|
void SetTeleportRotationThreshold
(
float Threshold |
Sets the teleportation rotation threshold. | Components/SkeletalMeshComponent.h |
|
void SetUpdateAnimationInEditor
(
const bool NewUpdateState |
Sets whether or not to force tick component in order to update animation and refresh transform for this component This is supported only in the editor | Components/SkeletalMeshComponent.h |
|
void SetUpdateClothInEditor
(
const bool NewUpdateState |
Sets whether or not to animate cloth in the editor. | Components/SkeletalMeshComponent.h |
|
bool ShouldEvaluatePostProcessAnimBP() |
Conditions used to gate when post process events happen. | Components/SkeletalMeshComponent.h | |
bool ShouldEvaluatePostProcessInstance() |
Components/SkeletalMeshComponent.h | ||
bool ShouldOnlyTickMontages
(
const float DeltaTime |
If VisibilityBasedAnimTickOption == EVisibilityBasedAnimTickOption::OnlyTickMontagesWhenNotRendered Should we tick Montages only? | Components/SkeletalMeshComponent.h | |
bool ShouldOnlyTickMontagesAndRefreshBones
(
const float DeltaTime |
Components/SkeletalMeshComponent.h | ||
bool ShouldPostUpdatePostProcessInstance() |
Components/SkeletalMeshComponent.h | ||
bool ShouldTickAnimation() |
Components/SkeletalMeshComponent.h | ||
bool ShouldUpdatePostProcessInstance() |
Components/SkeletalMeshComponent.h | ||
virtual void SkelMeshCompOnParticleSystemFinished
(
UParticleSystemComponent* PSC |
We detach the Component once we are done playing it. | Components/SkeletalMeshComponent.h | |
void SnapshotPose
(
FPoseSnapshot& Snapshot |
Takes a snapshot of this skeletal mesh component's pose and saves it to the specified snapshot. | Components/SkeletalMeshComponent.h |
|
void Stop () |
Animation play functions | Components/SkeletalMeshComponent.h |
|
void SuspendClothingSimulation () |
Stops simulating clothing, but does not show clothing ref pose. | Components/SkeletalMeshComponent.h |
|
void TermArticulated() |
Turn off all physics and remove the instance. | Components/SkeletalMeshComponent.h | |
void TermBodiesBelow
(
FName ParentBoneName |
Terminate physics on all bodies below the named bone, effectively disabling collision forever. | Components/SkeletalMeshComponent.h |
|
void TermCollisionRelationships() |
Components/SkeletalMeshComponent.h | ||
void TickAnimation
(
float DeltaTime, |
Tick Animation system | Components/SkeletalMeshComponent.h | |
void TickAnimInstances
(
float DeltaTime, |
Tick all of our anim instances (linked instances, main instance and post process) | Components/SkeletalMeshComponent.h | |
void TickClothing
(
float DeltaTime, |
Tick Clothing Animation , basically this is called inside TickComponent | Components/SkeletalMeshComponent.h | |
void ToggleDisablePostProcessBlueprint() |
Toggles whether the post process blueprint will run for this component | Components/SkeletalMeshComponent.h |
|
void UnbindClothFromLeaderPoseComponent
(
bool bRestoreSimulationSpace |
If this component has a valid LeaderPoseComponent and has previously had its cloth bound to the MCP, this function will unbind the cloth and resume simulation. | Components/SkeletalMeshComponent.h |
|
void UnbindClothFromMasterPoseComponent
(
bool bRestoreSimulationSpace |
Components/SkeletalMeshComponent.h | ||
void UnlinkAnimClassLayers
(
TSubclassOf< UAnimInstance > InClass |
Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. | Components/SkeletalMeshComponent.h |
|
void UnregisterOnLODRequiredBonesUpdate
(
const FDelegateHandle& DelegateHandle |
Components/SkeletalMeshComponent.h | ||
void UnregisterOnPhysicsCreatedDelegate
(
const FDelegateHandle& DelegateHandle |
Components/SkeletalMeshComponent.h | ||
void UnregisterOnSkeletalMeshPropertyChanged
(
FDelegateHandle Handle |
Components/SkeletalMeshComponent.h | ||
void UnregisterOnSkeletalMeshUnregistered
(
FDelegateHandle Handle |
Components/SkeletalMeshComponent.h | ||
void UnregisterOnTeleportDelegate
(
const FDelegateHandle& DelegateHandle |
Components/SkeletalMeshComponent.h | ||
void UpdateBoneBodyMapping () |
Update the bone mapping on each body instance. | Components/SkeletalMeshComponent.h | |
void UpdateClothCollision () |
Updates cloth collision inside the cloth asset (from a physics asset). | Components/SkeletalMeshComponent.h | |
void UpdateClothStateAndSimulate
(
float DeltaTime, |
Update the clothing simulation state and trigger the simulation task | Components/SkeletalMeshComponent.h | |
void UpdateClothTransform () |
Set the cloth transform update to trigger with no teleport option. | Components/SkeletalMeshComponent.h | |
void UpdateClothTransform
(
ETeleportType TeleportType |
Updates cloth collision outside the cloth asset (environment collision, child collision, etc...) Should be called when scene changes or world position changes | Components/SkeletalMeshComponent.h | |
void UpdateHasValidBodies() |
Update bHasValidBodies flag | Components/SkeletalMeshComponent.h | |
void UpdateKinematicBonesToAnim
(
const TArray< FTransform >& InComponentSpaceTransforms, |
Iterate over each physics body in the physics for this mesh, and for each 'kinematic' (ie fixed or default if owner isn't simulating) one, update its transform based on the animated transform. | Components/SkeletalMeshComponent.h | |
void UpdateMeshForBrokenConstraints () |
Look up all bodies for broken constraints. | Components/SkeletalMeshComponent.h | |
void UpdatePoseWatches() |
Components/SkeletalMeshComponent.h | ||
void UpdateRBJointMotors() |
Iterate over each joint in the physics for this mesh, setting its AngularPositionTarget based on the animation information. | Components/SkeletalMeshComponent.h | |
void UpdateRigidBodyScaling
(
ETeleportType TeleportType |
Update rigid body scaling when the actor is set with a new uniform scale. | Components/SkeletalMeshComponent.h | |
void ValidateAnimation() |
Validates the animation asset or blueprint, making sure it is compatible with the current skeleton | Components/SkeletalMeshComponent.h | |
void WaitForExistingParallelClothSimulation_GameThread() |
Stalls on any currently running clothing simulations. | Components/SkeletalMeshComponent.h |
Overridden from USkinnedMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AllocateTransformData() |
Allocate Transform Data array including SpaceBases, BoneVisibilityStates | Components/SkeletalMeshComponent.h | |
virtual void ClearRefPoseOverride() |
Clear any applied ref pose override | Components/SkeletalMeshComponent.h | |
virtual void DeallocateTransformData() |
Components/SkeletalMeshComponent.h | ||
virtual void FinalizeBoneTransform() |
Finalize bone transform of this current tick After this function, any query to bone transform should be latest of the data | Components/SkeletalMeshComponent.h | |
virtual void HideBone
(
int32 BoneIndex, |
Hides the specified bone. You can also set option for physics body. | Components/SkeletalMeshComponent.h | |
virtual bool IsPlayingNetworkedRootMotionMontage() |
Components/SkeletalMeshComponent.h | ||
virtual bool IsPlayingRootMotion() |
Components/SkeletalMeshComponent.h | ||
virtual bool IsPlayingRootMotionFromEverything() |
Components/SkeletalMeshComponent.h | ||
virtual void RefreshBoneTransforms
(
FActorComponentTickFunction* TickFunction |
Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.) | Components/SkeletalMeshComponent.h | |
virtual FDelegateHandle RegisterOnBoneTransformsFinalizedDelegate
(
const FOnBoneTransformsFinalizedMultiCast::FDelegate& Delegate |
Register/Unregister for OnBoneTransformsFinalized callback | Components/SkeletalMeshComponent.h | |
virtual void SetPhysicsAsset
(
UPhysicsAsset* NewPhysicsAsset, |
Override the Physics Asset of the mesh. | Components/SkeletalMeshComponent.h | |
virtual void SetPredictedLODLevel
(
int32 InPredictedLODLevel |
Set predicted LOD level. | Components/SkeletalMeshComponent.h | |
virtual void SetRefPoseOverride
(
const TArray< FTransform >& NewRefPoseTransforms |
Apply an override for the current mesh ref pose | Components/SkeletalMeshComponent.h | |
virtual void SetSkeletalMesh
(
USkeletalMesh* NewMesh, |
Change the SkeletalMesh that is rendered for this Component. | Components/SkeletalMeshComponent.h | |
virtual void SetSkinnedAssetAndUpdate
(
USkinnedAsset* InSkinnedAsset, |
Set the new asset to render and update this component (this function is identical to SetSkeletalMesh). | Components/SkeletalMeshComponent.h | |
virtual bool ShouldTickPose() |
Should tick pose (by calling TickPose) in Tick | Components/SkeletalMeshComponent.h | |
virtual bool ShouldUpdateTransform
(
bool bLODHasChanged |
Should update transform in Tick | Components/SkeletalMeshComponent.h | |
virtual void TickPose
(
float DeltaTime, |
Tick Pose, this function ticks and do whatever it needs to do in this frame, should be called before RefreshBoneTransforms | Components/SkeletalMeshComponent.h | |
virtual void UnHideBone
(
int32 BoneIndex |
Unhides the specified bone. | Components/SkeletalMeshComponent.h | |
virtual void UnregisterOnBoneTransformsFinalizedDelegate
(
const FDelegateHandle& |
Unregister an OnBoneTransformsFinalized callback. | Components/SkeletalMeshComponent.h | |
virtual void UpdateFollowerComponent() |
Update Follower Component. This gets called when LeaderPoseComponent!=nullptr | Components/SkeletalMeshComponent.h | |
virtual bool UpdateLODStatus() |
Update the PredictedLODLevel and MaxDistanceFactor in the component from its MeshObject. | Components/SkeletalMeshComponent.h | |
virtual void UpdateSlaveComponent() |
Components/SkeletalMeshComponent.h | ||
virtual void UpdateVisualizeLODString
(
FString& DebugString |
Components/SkeletalMeshComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddRadialForce
(
FVector Origin, |
Add a force to all bodies in this component, originating from the supplied world-space location. | Components/SkeletalMeshComponent.h | |
virtual void AddRadialImpulse
(
FVector Origin, |
Add an impulse to all rigid bodies in this component, radiating out from the specified position. | Components/SkeletalMeshComponent.h | |
virtual float CalculateMass
(
FName BoneName |
Returns the calculated mass in kg. | Components/SkeletalMeshComponent.h | |
virtual bool CanEditSimulatePhysics() |
Determines whether or not the simulate physics setting can be edited interactively on this component | Components/SkeletalMeshComponent.h | |
virtual bool ComponentIsTouchingSelectionBox
(
const FBox& InSelBBox, |
Determines whether the supplied bounding box intersects with the component. | Components/SkeletalMeshComponent.h | |
virtual bool ComponentIsTouchingSelectionFrustum
(
const FConvexVolume& InFrustum, |
Determines whether the supplied frustum intersects with the component. | Components/SkeletalMeshComponent.h | |
virtual FBodyInstance * GetBodyInstance
(
FName BoneName, |
Returns BodyInstance of the component. | Components/SkeletalMeshComponent.h | |
virtual UBodySetup * GetBodySetup() |
Return the BodySetup to use for this PrimitiveComponent (single body case) | Components/SkeletalMeshComponent.h | |
virtual float GetMass() |
Returns the mass of this component in kg. | Components/SkeletalMeshComponent.h | |
virtual bool GetSquaredDistanceToCollision
(
const FVector& Point, |
Returns The square of the distance to closest Body Instance surface. | Components/SkeletalMeshComponent.h | |
virtual void GetWeldedBodies
(
TArray< FBodyInstance* >& OutWeldedBodies, |
Adds the bodies that are currently welded to the OutWeldedBodies array | Components/SkeletalMeshComponent.h | |
virtual bool IsAnyRigidBodyAwake() |
Returns if any body in this component is currently awake and simulating. | Components/SkeletalMeshComponent.h | |
virtual bool IsGravityEnabled () |
Returns whether this component is affected by gravity. | Components/SkeletalMeshComponent.h | |
virtual bool IsShown
(
const FEngineShowFlags& ShowFlags |
Would this primitive be shown with these rendering flags. | Components/SkeletalMeshComponent.h | |
virtual bool LineTraceComponent
(
FHitResult& OutHit, |
Trace a ray against just this component. | Components/SkeletalMeshComponent.h | |
virtual void OnComponentCollisionSettingsChanged
(
bool bUpdateOverlaps |
Called when the BodyInstance ResponseToChannels, CollisionEnabled or bNotifyRigidBodyCollision changes, in case subclasses want to use that information. | Components/SkeletalMeshComponent.h | |
virtual bool OverlapComponent
(
const FVector& Pos, |
Components/SkeletalMeshComponent.h | ||
virtual void PutAllRigidBodiesToSleep() |
Force all bodies in this component to sleep. | Components/SkeletalMeshComponent.h | |
virtual void SendRenderDebugPhysics
(
FPrimitiveSceneProxy* OverrideSceneProxy |
Updates the renderer with the center of mass data | Components/SkeletalMeshComponent.h | |
virtual void SetAllMassScale
(
float InMassScale |
Change the mass scale used fo all bodies in this component | Components/SkeletalMeshComponent.h | |
virtual void SetAllPhysicsAngularVelocityInRadians
(
FVector const& NewAngVel, |
Set the angular velocity of all bodies in this component. | Components/SkeletalMeshComponent.h | |
virtual void SetAllPhysicsLinearVelocity
(
FVector NewVel, |
Set the linear velocity of all bodies in this component. | Components/SkeletalMeshComponent.h | |
virtual void SetAllPhysicsPosition
(
FVector NewPos |
Set the position of all bodies in this component. | Components/SkeletalMeshComponent.h | |
virtual void SetAllPhysicsRotation
(
const FQuat& NewRot |
Set the rotation of all bodies in this component. | Components/SkeletalMeshComponent.h | |
virtual void SetAllPhysicsRotation
(
FRotator NewRot |
Set the rotation of all bodies in this component. | Components/SkeletalMeshComponent.h | |
virtual void SetAllUseCCD
(
bool InUseCCD |
Set whether all bodies in this component should use Continuous Collision Detection | Components/SkeletalMeshComponent.h | |
virtual void SetCollisionObjectType
(
ECollisionChannel Channel |
Set the collision object type on the skeletal mesh | Components/SkeletalMeshComponent.h | |
virtual void SetEnableGravity
(
bool bGravityEnabled |
Enables/disables whether this component is affected by gravity. | Components/SkeletalMeshComponent.h | |
virtual void SetNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision |
Changes the value of bNotifyRigidBodyCollision | Components/SkeletalMeshComponent.h | |
virtual void SetPhysMaterialOverride
(
UPhysicalMaterial* NewPhysMaterial |
Changes the current PhysMaterialOverride for this component. | Components/SkeletalMeshComponent.h | |
virtual void SetSimulatePhysics
(
bool bSimulate |
When this component is a simple/single body, this will enable or disable simulation on that body. | Components/SkeletalMeshComponent.h | |
virtual bool SweepComponent
(
FHitResult& OutHit, |
Trace a shape against just this component. | Components/SkeletalMeshComponent.h | |
virtual void UpdateCollisionProfile() |
Components/SkeletalMeshComponent.h | ||
virtual void UpdatePhysicsToRBChannels() |
Internal function that updates physics objects to match the component collision settings. | Components/SkeletalMeshComponent.h | |
virtual void WakeAllRigidBodies() |
Ensure simulation is running for all bodies in this component. | Components/SkeletalMeshComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | Components/SkeletalMeshComponent.h | |
virtual const bool CanHaveStaticMobility() |
Skeletal mesh component should not be able to have its mobility set to static | Components/SkeletalMeshComponent.h | |
virtual bool IsAnySimulatingPhysics() |
Returns whether the specified body is currently using physics simulation | Components/SkeletalMeshComponent.h | |
virtual bool IsSimulatingPhysics
(
FName BoneName |
Returns whether the specified body is currently using physics simulation | Components/SkeletalMeshComponent.h | |
virtual void OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
Native callback when this component is moved | Components/SkeletalMeshComponent.h | |
virtual bool UpdateOverlapsImpl
(
const TOverlapArrayView* NewPendingOverlaps, |
Queries world and updates overlap tracking state for this component. | Components/SkeletalMeshComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay () |
Used to detach physics objects before simulation begins. | Components/SkeletalMeshComponent.h | |
virtual TStructOnScope< FActorComponentInstanceData > GetComponentInstanceData() |
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation | Components/SkeletalMeshComponent.h | |
virtual bool HasValidPhysicsState() |
Used to check that DestroyPhysicsState() is working correctly | Components/SkeletalMeshComponent.h | |
virtual void InitializeComponent () |
Initializes the component. | Components/SkeletalMeshComponent.h | |
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | Components/SkeletalMeshComponent.h | |
virtual void OnPreEndOfFrameSync () |
Allows components to wait on outstanding tasks prior to sending EOF update data. | Components/SkeletalMeshComponent.h | |
virtual bool RequiresPreEndOfFrameSync() |
Return true if this component needs to sync to tasks before end of frame updates are executed | Components/SkeletalMeshComponent.h | |
virtual void SetComponentTickEnabled
(
bool bEnabled |
Set this component's tick functions to be enabled or disabled. | Components/SkeletalMeshComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | Components/SkeletalMeshComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Components/SkeletalMeshComponent.h | ||
virtual void LoadedFromAnotherClass
(
const FName& OldClassName |
Components/SkeletalMeshComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/SkeletalMeshComponent.h | ||
virtual void PostInitProperties() |
Components/SkeletalMeshComponent.h | ||
virtual void PostLoad() |
Components/SkeletalMeshComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/SkeletalMeshComponent.h |
Overridden from INavRelevantInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
Collects custom navigable geometry of component. | Components/SkeletalMeshComponent.h |
Overridden from IPhysicsComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArray< Chaos::FPhysicsObject * > GetAllPhysicsObjects() |
Components/SkeletalMeshComponent.h | ||
virtual Chaos::FPhysicsObject * GetPhysicsObjectById
(
Chaos::FPhysicsObjectId Id |
Components/SkeletalMeshComponent.h | ||
virtual Chaos::FPhysicsObject * GetPhysicsObjectByName
(
const FName& Name |
Components/SkeletalMeshComponent.h |
Overridden from IClothSimulationDataProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetUpdateClothSimulationData_AnyThread
(
TMap< int32, FClothSimulData >& OutClothSimulData, |
Store cloth simulation data into OutClothSimulData. | Components/SkeletalMeshComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRootMotionMovementParams ConsumeRootMotion_Internal
(
float InAlpha |
Consume and return pending root motion from our internal anim instances (main, sub and post) | Components/SkeletalMeshComponent.h | |
void CopyChildrenClothCollisionsToParent() |
Copy children's cloth collisions to parent, where parent means this component | Components/SkeletalMeshComponent.h | |
void CopyClothCollisionSources() |
Copy cloth collision sources to this, where parent means components above it in the hierarchy | Components/SkeletalMeshComponent.h | |
void CopyClothCollisionsToChildren() |
Copy parent's cloth collisions to attached children, where parent means this component | Components/SkeletalMeshComponent.h | |
void DoInstancePostEvaluation() |
Handle post evaluation on all anim instances. | Components/SkeletalMeshComponent.h | |
void DoInstancePreEvaluation() |
Prep anim instances for evaluation. | Components/SkeletalMeshComponent.h | |
bool FindAttributeChecked
(
const FName& BoneName, |
Templated version to try and retrieve a typed bone attribute's value | Components/SkeletalMeshComponent.h | |
void FindClothCollisions
(
FClothCollisionData& OutCollisions |
Find if this component has collisions for clothing and return the results calculated by bone transforms | Components/SkeletalMeshComponent.h | |
bool NeedToSpawnAnimScriptInstance() |
Components/SkeletalMeshComponent.h | ||
bool NeedToSpawnPostPhysicsInstance
(
bool bForceReinit |
Components/SkeletalMeshComponent.h | ||
virtual void OnSyncComponentToRBPhysics() |
Notify called just before syncing physics update, called only if bNotifySyncComponentToRBPhysics flag is set | Components/SkeletalMeshComponent.h | |
void ProcessClothCollisionWithEnvironment() |
Components/SkeletalMeshComponent.h | ||
virtual bool ShouldBlendPhysicsBones() |
Components/SkeletalMeshComponent.h | ||
virtual bool ShouldRunClothTick() |
Returns whether we need to run the Cloth Tick or not. | Components/SkeletalMeshComponent.h |
Overridden from USkinnedMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DispatchParallelTickPose
(
FActorComponentTickFunction* TickFunction |
Parallel Tick Pose In the case where we do not want to refresh bone transforms (and would therefore not normally kick off a parallel eval task) we perform this 'mini tick' that kicks off the task. | Components/SkeletalMeshComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ComponentOverlapComponentImpl
(
UPrimitiveComponent* PrimComp, |
Override this method for custom behavior for ComponentOverlapComponent() | Components/SkeletalMeshComponent.h | |
virtual bool ComponentOverlapMultiImpl
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps | Components/SkeletalMeshComponent.h | |
virtual FTransform GetComponentTransformFromBodyInstance
(
FBodyInstance* UseBI |
If PhysicsTransformUpdateMode is set to SimulationUpdatesComponentTransform, this returns the world-space transform of the body passed in (assumed to be the root body), after applying the TransformToRoot offset. | Components/SkeletalMeshComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool MoveComponentImpl
(
const FVector& Delta, |
Override this method for custom behavior for MoveComponent | Components/SkeletalMeshComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnCreatePhysicsState() |
Used to create any physics engine information for this component | Components/SkeletalMeshComponent.h | |
virtual void OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component | Components/SkeletalMeshComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/SkeletalMeshComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/SkeletalMeshComponent.h | |
virtual void RegisterComponentTickFunctions
(
bool bRegister |
Virtual call chain to register all tick functions | Components/SkeletalMeshComponent.h | |
virtual void SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread | Components/SkeletalMeshComponent.h | |
virtual bool ShouldCreatePhysicsState () |
Return true if CreatePhysicsState() should be called. | Components/SkeletalMeshComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ComputeSkinnedPositions
(
USkeletalMeshComponent* Component, |
Components/SkeletalMeshComponent.h | ||
static void ComputeSkinnedTangentBasis
(
USkeletalMeshComponent* Component, |
Components/SkeletalMeshComponent.h | ||
static void ExcludeHiddenBones
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
Removes the bones expicitly hidden or hiden by parent. | Components/SkeletalMeshComponent.h | |
static void ExtractCollisionsForCloth
(
USkeletalMeshComponent* SourceComponent, |
Extract collisions for cloth from this component (given a component we want to apply the data to) | Components/SkeletalMeshComponent.h | |
static const FName & GetAnimationModePropertyNameChecked() |
Helper function to get the member name and verify it exists, without making it public | Components/SkeletalMeshComponent.h | |
static void GetMirroringRequiredBones
(
const USkeletalMesh* SkeletalMesh, |
Get the bones used for mirroring in the skeletal mesh asset (if any) | Components/SkeletalMeshComponent.h | |
static void GetRequiredVirtualBones
(
const USkeletalMesh* SkeletalMesh, |
Get the required virtual bones from the SkeletalMesh Reference Skeleton. | Components/SkeletalMeshComponent.h | |
static void GetShadowShapeRequiredBones
(
const USkeletalMeshComponent* SkeletalMeshComponent, |
Get the bones required for shadow shapes. | Components/SkeletalMeshComponent.h | |
static FName GetSkeletalMeshAssetPropertyNameChecked() |
Helper function to get the member name and verify it exists, without making it public | Components/SkeletalMeshComponent.h | |
static void GetSkinnedTangentBasis
(
USkeletalMeshComponent* Component, |
Components/SkeletalMeshComponent.h | ||
static FVector3f GetSkinnedVertexPosition
(
USkeletalMeshComponent* Component, |
Components/SkeletalMeshComponent.h | ||
static FVector3f GetSkinnedVertexPosition
(
USkeletalMeshComponent* Component, |
Components/SkeletalMeshComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AnimationBlueprint_DEPRECATED | TObjectPtr< class UAnimBlueprint > | The blueprint for creating an AnimationScript. | Components/SkeletalMeshComponent.h |