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API > API/Runtime > API/Runtime/Engine
| Name | USkinnedAsset |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkinnedAsset.h |
| Include Path | #include "Engine/SkinnedAsset.h" |
Syntax
UCLASS (HideCategories=Object, Config=Engine, EditInlineNew, Abstract, MinimalAPI)
class USkinnedAsset :
public UStreamableRenderAsset ,
public IInterface_AsyncCompilation
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UStreamableRenderAsset → USkinnedAsset
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkinnedAsset
(
const FObjectInitializer& ObjectInitializer |
Engine/SkinnedAsset.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~USkinnedAsset() |
Engine/SkinnedAsset.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccessedProperties | std::atomic< uint64 > | Used as a bit-field indicating which properties are read by async compilation. | Engine/SkinnedAsset.h | |
| ModifiedProperties | std::atomic< uint64 > | Used as a bit-field indicating which properties are written to by async compilation. | Engine/SkinnedAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString BuildDerivedDataKey
(
const ITargetPlatform* TargetPlatform |
IInterface_AsyncCompilation end | Engine/SkinnedAsset.h | |
virtual void BuildLODModel
(
FSkeletalMeshRenderData& RenderData, |
Build a LOD model for the given render data. | Engine/SkinnedAsset.h | |
virtual void BuildLODModel
(
const ITargetPlatform* TargetPlatform, |
Build a LOD model before creating its render data. | Engine/SkinnedAsset.h | |
void FillComponentSpaceTransforms
(
const TArray< FTransform >& InBoneSpaceTransforms, |
Take the BoneSpaceTransforms array (translation vector, rotation quaternion and scale vector) and update the array of component-space bone transformation matrices (ComponentSpaceTransforms). | Engine/SkinnedAsset.h | |
virtual UMorphTarget * FindMorphTarget
(
FName MorphTargetName |
Find a named MorphTarget from the morph targets | Engine/SkinnedAsset.h | |
virtual USkeletalMeshSocket * FindSocket
(
FName InSocketName |
Find a socket object in this SkeletalMesh by name. | Engine/SkinnedAsset.h |
|
virtual USkeletalMeshSocket * FindSocketInfo
(
FName InSocketName, |
Find a socket object and associated info in this SkeletalMesh by name. | Engine/SkinnedAsset.h |
|
virtual TArray< class 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/SkinnedAsset.h | |
virtual FBoxSphereBounds GetBounds() |
Engine/SkinnedAsset.h | ||
virtual FMatrix GetComposedRefPoseMatrix
(
FName InBoneName |
Return the component orientation of a bone or socket. | Engine/SkinnedAsset.h | |
virtual FMatrix GetComposedRefPoseMatrix
(
int32 InBoneIndex |
Return the component orientation of a bone or socket. | Engine/SkinnedAsset.h | |
virtual UMeshDeformer * GetDefaultMeshDeformer() |
Engine/SkinnedAsset.h | ||
virtual int32 GetDefaultMinLod() |
Engine/SkinnedAsset.h | ||
virtual const FPerPlatformBool & GetDisableBelowMinLodStripping() |
Engine/SkinnedAsset.h | ||
virtual bool GetEnableLODStreaming
(
const ITargetPlatform* TargetPlatform |
Get whether this mesh should use LOD streaming for the given platform. | Engine/SkinnedAsset.h | |
virtual bool GetHasVertexColors() |
Return whether or not the mesh has vertex colors. | Engine/SkinnedAsset.h | |
virtual FSkeletalMeshModel * GetImportedModel() |
Get the source mesh data. | Engine/SkinnedAsset.h | |
virtual FSkeletalMeshLODInfo * GetLODInfo
(
int32 Index |
Return the LOD information for the specified LOD index. | Engine/SkinnedAsset.h | |
virtual const FSkeletalMeshLODInfo * GetLODInfo
(
int32 Index |
Engine/SkinnedAsset.h | ||
virtual TArray< FSkeletalMeshLODInfo > & GetLODInfoArray () |
Return the whole array of LOD info. | Engine/SkinnedAsset.h | |
virtual const TArray< FSkeletalMeshLODInfo > & GetLODInfoArray () |
Engine/SkinnedAsset.h | ||
virtual int32 GetLODNum() |
Engine/SkinnedAsset.h | ||
virtual TArray< FSkeletalMaterial > & GetMaterials () |
Engine/SkinnedAsset.h | ||
virtual const TArray< FSkeletalMaterial > & GetMaterials () |
Engine/SkinnedAsset.h | ||
virtual int32 GetMaxNumOptionalLODs
(
const ITargetPlatform* TargetPlatform |
Engine/SkinnedAsset.h | ||
virtual int32 GetMaxNumStreamedLODs
(
const ITargetPlatform* TargetPlatform |
Get the maximum number of LODs that can be streamed. | Engine/SkinnedAsset.h | |
virtual const FPerPlatformInt & GetMinLod() |
Engine/SkinnedAsset.h | ||
virtual int32 GetMinLodIdx
(
bool bForceLowestLODIdx |
Engine/SkinnedAsset.h | ||
virtual const TArray< TObjectPtr< UMorphTarget > > & GetMorphTargets () |
Engine/SkinnedAsset.h | ||
virtual TArray< TObjectPtr< UMorphTarget > > & GetMorphTargets () |
Return the morph targets. | Engine/SkinnedAsset.h | |
virtual int32 GetNumMaterials() |
Return the number of materials of this mesh. | Engine/SkinnedAsset.h | |
virtual UMaterialInterface * GetOverlayMaterial() |
Engine/SkinnedAsset.h | ||
virtual float GetOverlayMaterialMaxDrawDistance() |
Engine/SkinnedAsset.h | ||
virtual UPhysicsAsset * GetPhysicsAsset() |
Engine/SkinnedAsset.h | ||
virtual int32 GetPlatformMinLODIdx
(
const ITargetPlatform* TargetPlatform |
Engine/SkinnedAsset.h | ||
virtual int32 GetRayTracingMinLOD() |
Return the minimum ray tracing LOD of this mesh. | Engine/SkinnedAsset.h | |
virtual TArray< FMatrix44f > & GetRefBasesInvMatrix () |
Return the reference skeleton precomputed bases. | Engine/SkinnedAsset.h | |
virtual const TArray< FMatrix44f > & GetRefBasesInvMatrix () |
Engine/SkinnedAsset.h | ||
virtual FReferenceSkeleton & GetRefSkeleton () |
Return the reference skeleton. | Engine/SkinnedAsset.h | |
virtual const FReferenceSkeleton & GetRefSkeleton () |
Engine/SkinnedAsset.h | ||
virtual FSkeletalMeshRenderData * GetResourceForRendering() |
Get the data to use for rendering. | Engine/SkinnedAsset.h | |
virtual UPhysicsAsset * GetShadowPhysicsAsset() |
Return the physics asset whose shapes will be used for shadowing. | Engine/SkinnedAsset.h | |
virtual const USkeleton * GetSkeleton () |
Engine/SkinnedAsset.h | ||
virtual USkeleton * GetSkeleton () |
Engine/SkinnedAsset.h | ||
virtual TArray< USkinnedAsset * > GetSkinnedAssetDependencies() |
Engine/SkinnedAsset.h | ||
virtual FSkinWeightProfilesData * GetSkinWeightProfilesData
(
int32 LODIndex |
Engine/SkinnedAsset.h | ||
virtual bool GetSupportRayTracing() |
Return whether ray tracing is supported on this mesh. | Engine/SkinnedAsset.h | |
virtual UMeshDeformerCollection * GetTargetMeshDeformers() |
Engine/SkinnedAsset.h | ||
virtual const FMeshUVChannelInfo * GetUVChannelData
(
int32 MaterialIndex |
Returns the UV channel data for a given material index. | Engine/SkinnedAsset.h | |
virtual ESkeletalMeshVertexFlags GetVertexBufferFlags() |
Computes flags for building vertex buffers. | Engine/SkinnedAsset.h | |
void GetVertexFactoryTypesPerMaterialIndex
(
FPSOPrecacheVertexFactoryDataPerMaterialIndexList& OutList, |
Engine/SkinnedAsset.h | ||
virtual bool HasAnyDependenciesCompiling() |
Engine/SkinnedAsset.h | ||
virtual bool HasCompileDependencies() |
Engine/SkinnedAsset.h | ||
virtual bool HasHalfEdgeBuffer
(
int32 LODIndex |
Engine/SkinnedAsset.h | ||
virtual bool IsInitialBuildDone() |
Return true if this asset was never build since its creation. | Engine/SkinnedAsset.h | |
virtual bool IsMaterialUsed
(
int32 MaterialIndex |
Engine/SkinnedAsset.h | ||
virtual bool IsMinLodQualityLevelEnable() |
Check the QualitLevel property is enabled for MinLod. | Engine/SkinnedAsset.h | |
virtual bool IsValidLODIndex
(
int32 Index |
Return true if given index's LOD is valid | Engine/SkinnedAsset.h | |
virtual bool IsValidMaterialIndex
(
int32 Index |
Return if the material index is valid. | Engine/SkinnedAsset.h | |
virtual bool NeedCPUData
(
int32 LODIndex |
True if this mesh LOD needs to keep it's data on CPU. | Engine/SkinnedAsset.h | |
virtual void SetSkeleton
(
USkeleton* InSkeleton |
Engine/SkinnedAsset.h | ||
virtual void SetSkinWeightProfilesData
(
int32 LODIndex, |
Engine/SkinnedAsset.h | ||
void UpdateUVChannelData
(
bool bResetOverrides |
Update the material UV channel data used by the texture streamer. | Engine/SkinnedAsset.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetDetailedInfoInternal () |
This will return detail info about this specific object. | Engine/SkinnedAsset.h | |
virtual void PostLoad() |
Engine/SkinnedAsset.h |
Overridden from IInterface_AsyncCompilation
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsCompiling() |
IInterface_AsyncCompilation begin | Engine/SkinnedAsset.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AcquireAsyncProperty
(
uint64 AsyncProperties, |
Lock properties that should not be modified/accessed during async build. | Engine/SkinnedAsset.h | |
virtual void BeginAsyncTaskInternal
(
FSkinnedAsyncTaskContext& Context |
Initial step for the async task process - Can't be done in parallel. | Engine/SkinnedAsset.h | |
virtual void BeginBuildInternal
(
FSkinnedAssetBuildContext& Context |
Initial step for the building process - Can't be done in parallel. | Engine/SkinnedAsset.h | |
virtual void ExecuteAsyncTaskInternal
(
FSkinnedAsyncTaskContext& Context |
Thread-safe part. | Engine/SkinnedAsset.h | |
virtual void ExecuteBuildInternal
(
FSkinnedAssetBuildContext& Context |
Thread-safe part. | Engine/SkinnedAsset.h | |
virtual void FinishAsyncTaskInternal
(
FSkinnedAsyncTaskContext& Context |
Complete the async task process - Can't be done in parallel. | Engine/SkinnedAsset.h | |
virtual void FinishBuildInternal
(
FSkinnedAssetBuildContext& Context |
Complete the building process - Can't be done in parallel. | Engine/SkinnedAsset.h | |
void ReleaseAsyncProperty
(
uint64 AsyncProperties, |
Release properties that should not be modified/accessed during async build. | Engine/SkinnedAsset.h | |
virtual bool TryCancelAsyncTasks () |
Try to cancel any pending async tasks. | Engine/SkinnedAsset.h | |
virtual void UpdateMaterialUVChannelData
(
FMeshUVChannelInfo& UVChannelData, |
Engine/SkinnedAsset.h | ||
void WaitUntilAsyncPropertyReleasedInternal
(
uint64 AsyncProperties, |
Wait for the asset to finish compilation to protect internal skinned asset data from race conditions during async build. | Engine/SkinnedAsset.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString GetLODPathName
(
const USkinnedAsset* Mesh, |
Helper function for resource tracking, construct a string using the skinned asset's path name and LOD index . | Engine/SkinnedAsset.h | |
static TArray< FSkeletalMeshLODInfo > & GetMeshLodInfoDummyArray() |
Engine/SkinnedAsset.h | ||
static TArray< FSkeletalMaterial > & GetSkeletalMaterialDummyArray() |
Engine/SkinnedAsset.h | ||
static bool GetUseLegacyMeshDerivedDataKey() |
Engine/SkinnedAsset.h |