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Skinned mesh component that supports bone skinned mesh rendering. This class does not support animation.
| Name | USkinnedMeshComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h |
| Include Path | #include "Components/SkinnedMeshComponent.h" |
Syntax
UCLASS (HideCategories=Object, Config=Engine, EditInlineNew, Abstract, MinimalAPI)
class USkinnedMeshComponent :
public UMeshComponent ,
public ILODSyncInterface ,
public IClothSimulationDataProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → USkinnedMeshComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
- IClothSimulationDataProvider
- ILODSyncInterface
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkinnedMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Components/SkinnedMeshComponent.h | ||
USkinnedMeshComponent
(
FVTableHelper& Helper |
Components/SkinnedMeshComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~USkinnedMeshComponent() |
Components/SkinnedMeshComponent.h |
Classes
| Name | Remarks |
|---|---|
| FRenderStateLockScope |
Structs
| Name | Remarks |
|---|---|
| FMissingLeaderBoneCacheEntry | Cached relative transform for follower bones that are missing in the leader |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveMorphTargets | FMorphTargetWeightMap | Array indicating all active morph targets. | Components/SkinnedMeshComponent.h | |
| AnimUpdateRateParams | FAnimUpdateRateParameters * | Animation Update Rate optimization parameters. | Components/SkinnedMeshComponent.h | |
| bCanHighlightSelectedSections | uint8 | Whether or not we can highlight selected sections - this should really only be done in the editor | Components/SkinnedMeshComponent.h |
|
| bCastCapsuleDirectShadow | uint8 | Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for direct shadowing from lights. | Components/SkinnedMeshComponent.h |
|
| bCastCapsuleIndirectShadow | uint8 | Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight). | Components/SkinnedMeshComponent.h |
|
| bComponentUseFixedSkelBounds | uint8 | Misc. | Components/SkinnedMeshComponent.h |
|
| bConsiderAllBodiesForBounds | uint8 | If true, when updating bounds from a PhysicsAsset, consider all BodySetups, not just those flagged with bConsiderForBounds. | Components/SkinnedMeshComponent.h |
|
| bCPUSkinning | uint8 | Whether or not to CPU skin this component, requires render data refresh after changing | Components/SkinnedMeshComponent.h |
|
| bDisableMorphTarget | uint8 | Disable Morphtarget for this component. | Components/SkinnedMeshComponent.h |
|
| bDisplayBones | uint8 | Draw the skeleton hierarchy for this skel mesh. | Components/SkinnedMeshComponent.h |
|
| bDisplayDebugUpdateRateOptimizations | uint8 | Enable on screen debugging of update rate optimization. | Components/SkinnedMeshComponent.h |
|
| bEnableUpdateRateOptimizations | uint8 | Update Rate. | Components/SkinnedMeshComponent.h |
|
| bForceWireframe | uint8 | Forces the mesh to draw in wireframe mode. | Components/SkinnedMeshComponent.h | |
| bHideSkin | uint8 | Don't bother rendering the skin. | Components/SkinnedMeshComponent.h | |
| bIgnoreLeaderPoseComponentLOD | uint8 | Flag that when set will ensure UpdateLODStatus will not take the LeaderPoseComponent's current LOD in consideration when determining the correct LOD level (this requires LeaderPoseComponent's LOD to always be >= determined LOD otherwise bone transforms could be missing | Components/SkinnedMeshComponent.h |
|
| bIgnoreMasterPoseComponentLOD | uint8 | Components/SkinnedMeshComponent.h | ||
| bIncludeComponentLocationIntoBounds | uint8 | If true, the Location of this Component will be included into its bounds calculation (this can be useful when using SMU_OnlyTickPoseWhenRendered on a character that moves away from the root and no bones are left near the origin of the component) | Components/SkinnedMeshComponent.h |
|
| bOverrideMinLod | uint8 | Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the mesh | Components/SkinnedMeshComponent.h |
|
| bPerBoneMotionBlur | uint8 | If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance). | Components/SkinnedMeshComponent.h |
|
| bRecentlyRendered | uint8 | True if mesh has been recently rendered, false otherwise | Components/SkinnedMeshComponent.h |
|
| bRenderStatic | uint8 | If true, render as static in reference pose. | Components/SkinnedMeshComponent.h |
|
| bSortTriangles | uint8 | Enable dynamic sort mesh's triangles to remove ordering issue when rendered with a translucent material | Components/SkinnedMeshComponent.h |
|
| bSyncAttachParentLOD | uint8 | If true, this component uses its parents LOD when attached if available ForcedLOD can override this change. | Components/SkinnedMeshComponent.h |
|
| bUseBoundsFromLeaderPoseComponent | uint8 | When true, we will just using the bounds from our LeaderPoseComponent. | Components/SkinnedMeshComponent.h |
|
| bUseBoundsFromMasterPoseComponent | uint8 | Components/SkinnedMeshComponent.h | ||
| bUseScreenRenderStateForUpdate | uint8 | If set, use the screen render flag instead of the default render flag when processing offscreen-rendering optimizations (such as VisibilityBasedAnimTickOption) that look to reduce animation work when the mesh is not rendered. | Components/SkinnedMeshComponent.h |
|
| CapsuleIndirectShadowMinVisibility | float | Controls how dark the capsule indirect shadow can be. | Components/SkinnedMeshComponent.h |
|
| ExternalMorphSets | TArray< FExternalMorphSets > | External GPU based morph target buffers, for each LOD. | Components/SkinnedMeshComponent.h | |
| ExternalMorphWeightData | TArray< FExternalMorphWeightData > | The external morph target set weight data, for each LOD. | Components/SkinnedMeshComponent.h | |
| ForcedLodModel | int32 | Level of detail. If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1). | Components/SkinnedMeshComponent.h |
|
| LeaderPoseComponent | TWeakObjectPtr< USkinnedMeshComponent > | LeaderPoseComponent. | Components/SkinnedMeshComponent.h |
|
| LODInfo | TArray< struct FSkelMeshComponentLODInfo > | LOD array info. Each index will correspond to the LOD index | Components/SkinnedMeshComponent.h |
|
| MasterPoseComponent | TWeakObjectPtr< USkinnedMeshComponent > | Components/SkinnedMeshComponent.h | ||
| MaxDistanceFactor | float | High (best) DistanceFactor that was desired for rendering this USkeletalMesh last frame. | Components/SkinnedMeshComponent.h | |
| MeshComponentUpdateFlag | uint8 & | Components/SkinnedMeshComponent.h | ||
| MeshObject | FSkeletalMeshObject * | Object responsible for sending bone transforms, morph target state etc. to render thread. | Components/SkinnedMeshComponent.h | |
| MeshObjectFactory | FSkeletalMeshObject *(* | Supports user-defined FSkeletalMeshObjects | Components/SkinnedMeshComponent.h | |
| MeshObjectFactoryUserData | void * | Passed into MeshObjectFactory | Components/SkinnedMeshComponent.h | |
| MinLodModel | int32 | This is the min LOD that this component will use. | Components/SkinnedMeshComponent.h |
|
| MorphTargetWeights | TArray< float > | Array of weights for all morph targets. | Components/SkinnedMeshComponent.h | |
| OnAnimUpdateRateParamsCreated | FOnAnimUpdateRateParamsCreated | Animation update rate control. | Components/SkinnedMeshComponent.h | |
| OnTickPose | FOnTickPose | Invoked at the beginning of TickPose before doing the bulk of the tick work | Components/SkinnedMeshComponent.h | |
| PhysicsAssetOverride | TObjectPtr< class UPhysicsAsset > | Physics. PhysicsAsset is set in SkeletalMesh by default, but you can override with this value | Components/SkinnedMeshComponent.h |
|
| PredictedLODLevel | int32 | Best LOD that was 'predicted' by UpdateSkelPose. | Components/SkinnedMeshComponent.h | |
| PreviousMeshObject | FSkeletalMeshObject * | Previous copy of MeshObject set during recreate of the render state | Components/SkinnedMeshComponent.h | |
| SkeletalMesh | TObjectPtr< class USkeletalMesh > | The skeletal mesh used by this component. | Components/SkinnedMeshComponent.h |
|
| SkinCacheUsage | TArray< ESkinCacheUsage > | How this Component's LOD uses the skin cache feature. | Components/SkinnedMeshComponent.h |
|
| StreamingDistanceMultiplier | float | Allows adjusting the desired streaming distance of streaming textures that uses UV 0. | Components/SkinnedMeshComponent.h |
|
| VisibilityBasedAnimTickOption | EVisibilityBasedAnimTickOption | This is tick animation frequency option based on this component rendered or not or using montage You can change this default value in the INI file Mostly related with performance | Components/SkinnedMeshComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceMeshObjectUpdate | uint8 | If true, UpdateTransform will always result in a call to MeshObject->Update. | Components/SkinnedMeshComponent.h |
|
| BoneTransformUpdateMethodQueue | TArray< EBoneTransformUpdateMethod > | Components/SkinnedMeshComponent.h | ||
| ComponentSpaceTransformsArray | TArray< FTransform > | Temporary array of of component-space bone matrices, update each frame and used for rendering the mesh. | Components/SkinnedMeshComponent.h | |
| ForceStreamedLodModel | int32 | Forces the specified LOD to stream in when LOD streaming is enabled. | Components/SkinnedMeshComponent.h | |
| GeometryReadbackRequests | TArray< TUniquePtr< FMeshDeformerGeometryReadbackRequest > > | Components/SkinnedMeshComponent.h | ||
| MaterialIndexPreview | int32 | Index of the material to preview... If set to -1, all section will be rendered | Components/SkinnedMeshComponent.h | |
| SectionIndexPreview | int32 | Index of the section to preview... If set to -1, all section will be rendered | Components/SkinnedMeshComponent.h | |
| SelectedEditorMaterial | int32 | The Material currently selected. need to remember this index for reimporting cloth | Components/SkinnedMeshComponent.h | |
| SelectedEditorSection | int32 | The section currently selected in the Editor. Used for highlighting | Components/SkinnedMeshComponent.h | |
| SkinnedAsset | TObjectPtr< class USkinnedAsset > | The skinned asset used by this component. | Components/SkinnedMeshComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddExternalMorphSet
(
int32 LOD, |
Register an external set of GPU compressed morph targets. | Components/SkinnedMeshComponent.h | |
| Components/SkinnedMeshComponent.h | |||
void AllowDuplicateTransformUpdates
(
bool bAllow |
Toggles whether this skinned mesh component can issue duplicate transform updates | Components/SkinnedMeshComponent.h | |
| Tests if BoneName is child of (or equal to) ParentBoneName. | Components/SkinnedMeshComponent.h |
|
|
void CacheRefToLocalMatrices
(
TArray< FMatrix44f >& OutRefToLocal |
Caches the RefToLocal matrices. | Components/SkinnedMeshComponent.h | |
void ClearAllSkinWeightProfiles () |
Clear the skin Weight Profile from all layers on this component. | Components/SkinnedMeshComponent.h |
|
void ClearExternalMorphSets
(
int32 LOD |
Clear all externally registered morph target buffers. | Components/SkinnedMeshComponent.h | |
void ClearMotionVector() |
This update renderer with new revision number twice so to clear bone velocity for motion blur or temporal AA | Components/SkinnedMeshComponent.h | |
virtual void ClearRefPoseOverride() |
Clear any applied ref pose override | Components/SkinnedMeshComponent.h | |
void ClearSkinWeightOverride
(
int32 LODIndex |
Clear any applied skin weight override | Components/SkinnedMeshComponent.h |
|
void ClearSkinWeightProfile
(
ESkinWeightProfileLayer InLayer |
Clear the skin weight profile from the given layer on this component, in case it is set. | Components/SkinnedMeshComponent.h |
|
void ClearVertexColorOverride
(
int32 LODIndex |
Clear any applied vertex color override | Components/SkinnedMeshComponent.h |
|
int32 ComputeMinLOD() |
Compute SkeletalMesh MinLOD that will be used by this component | Components/SkinnedMeshComponent.h | |
void EnableExternalEvaluationRateLimiting
(
bool bInEnable |
Manually enable/disable animation evaluation rate limiting | Components/SkinnedMeshComponent.h | |
void EnableExternalInterpolation
(
bool bInEnable |
Enable non-URO-based interpolation | Components/SkinnedMeshComponent.h | |
void EnableExternalTickRateControl
(
bool bInEnable |
Set whether we have our tick rate externally controlled non-URO-based interpolation | Components/SkinnedMeshComponent.h | |
void EnableExternalUpdate
(
bool bInEnable |
Set us to tick this frame for non-URO-based interpolation | Components/SkinnedMeshComponent.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/SkinnedMeshComponent.h | |
FName FindClosestBone
(
FVector TestLocation, |
Finds the closest bone to the given location | Components/SkinnedMeshComponent.h | |
FName FindClosestBone_K2
(
FVector TestLocation, |
Finds the closest bone to the given location | Components/SkinnedMeshComponent.h |
|
virtual UMorphTarget * FindMorphTarget
(
FName MorphTargetName |
Find a named MorphTarget from the current SkeletalMesh | Components/SkinnedMeshComponent.h | |
void ForceMotionVector() |
Forcibly update the renderer with a new revision number to assign the current bone velocity for motion blur or temporal AA | Components/SkinnedMeshComponent.h | |
virtual void GetAdditionalRequiredBonesForLeader
(
int32 LODIndex, |
Override this function to add any additional required bones from followers to functions such as USkeletalMeshComponent::ComputeRequiredBones(). | Components/SkinnedMeshComponent.h | |
bool GetAlwaysUseMeshDeformer() |
Returns whether the component is set to always use a mesh deformer if one can be found in the project settings | Components/SkinnedMeshComponent.h |
|
const USkinnedMeshComponent * GetBaseComponent() |
Components/SkinnedMeshComponent.h | ||
FVector GetBoneAxis
(
FName BoneName, |
Finds a vector pointing along the given axis of the given bone | Components/SkinnedMeshComponent.h | |
int32 GetBoneIndex
(
FName BoneName |
Find the index of bone by name. | Components/SkinnedMeshComponent.h |
|
FVector GetBoneLocation
(
FName BoneName, |
Get Bone Location | Components/SkinnedMeshComponent.h | |
FMatrix GetBoneMatrix
(
int32 BoneIndex |
Get Bone Matrix from index | Components/SkinnedMeshComponent.h | |
FName GetBoneName
(
int32 BoneIndex |
Get Bone Name from index | Components/SkinnedMeshComponent.h |
|
| Fills the given array with the names of all the bones in this component's current SkeletalMesh | Components/SkinnedMeshComponent.h | ||
FQuat GetBoneQuaternion
(
FName BoneName, |
Get Bone Rotation in Quaternion | Components/SkinnedMeshComponent.h | |
FTransform GetBoneTransform
(
int32 BoneIndex, |
Get world space bone transform from bone index, also specifying the component transform to use | Components/SkinnedMeshComponent.h | |
FTransform GetBoneTransform
(
FName InBoneName, |
Get world-space bone transform. | Components/SkinnedMeshComponent.h |
|
FTransform GetBoneTransform
(
int32 BoneIndex |
Get Bone Transform from index | Components/SkinnedMeshComponent.h | |
uint32 GetBoneTransformRevisionNumber() |
Components/SkinnedMeshComponent.h | ||
const TArray< uint8 > & GetBoneVisibilityStates() |
Access BoneVisibilityStates for reading | Components/SkinnedMeshComponent.h | |
FBoxSphereBounds GetCachedLocalBounds() |
Components/SkinnedMeshComponent.h | ||
TObjectPtr< UMeshDeformer > GetComponentMeshDeformer() |
Components/SkinnedMeshComponent.h | ||
const TArray< FTransform > & GetComponentSpaceTransforms() |
Access ComponentSpaceTransforms for reading | Components/SkinnedMeshComponent.h | |
void GetCPUSkinnedCachedFinalVertices
(
TArray< FFinalSkinVertex >& OutVertices |
Components/SkinnedMeshComponent.h | ||
void GetCPUSkinnedVertices
(
TArray< struct FFinalSkinVertex >& OutVertices, |
Get CPU skinned vertices for the specified LOD level. | Components/SkinnedMeshComponent.h | |
bool GetCPUSkinningEnabled() |
Getter for bCPUSkinning member variable May return a different value from ShouldCPUSkin() | Components/SkinnedMeshComponent.h | |
uint32 GetCurrentBoneTransformFrame() |
Components/SkinnedMeshComponent.h | ||
| Return the skinning matrices used for rendering. | Components/SkinnedMeshComponent.h | ||
| Return the names of the skin weight profiles for all the layers | Components/SkinnedMeshComponent.h |
|
|
FName GetCurrentSkinWeightProfileName
(
ESkinWeightProfileLayer InLayer |
Return the name of the skin weight profile that is currently set on the given layer, otherwise returns 'None' | Components/SkinnedMeshComponent.h |
|
FTransform GetDeltaTransformFromRefPose
(
FName BoneName, |
Get delta transform from reference pose based on BaseNode. | Components/SkinnedMeshComponent.h |
|
TArray< uint8 > & GetEditableBoneVisibilityStates () |
Get Access to the current editable bone visibility states | Components/SkinnedMeshComponent.h | |
const TArray< uint8 > & GetEditableBoneVisibilityStates () |
Components/SkinnedMeshComponent.h | ||
TArray< FTransform > & GetEditableComponentSpaceTransforms () |
Get Access to the current editable space bases | Components/SkinnedMeshComponent.h | |
const TArray< FTransform > & GetEditableComponentSpaceTransforms () |
Components/SkinnedMeshComponent.h | ||
const FExternalMorphSets & GetExternalMorphSets
(
int32 LOD |
Get the external morph sets for a given LOD. | Components/SkinnedMeshComponent.h | |
FExternalMorphSets & GetExternalMorphSets
(
int32 LOD |
Components/SkinnedMeshComponent.h | ||
const TArray< FExternalMorphSets > & GetExternalMorphSetsArray() |
Get the array of external morph target sets. It is an array, one entry for each LOD. | Components/SkinnedMeshComponent.h | |
FExternalMorphWeightData & GetExternalMorphWeights
(
int32 LOD |
Get the weights for a given external morph target set at a specific LOD. | Components/SkinnedMeshComponent.h | |
const FExternalMorphWeightData & GetExternalMorphWeights
(
int32 LOD |
Get the weights in read-only mode for a given external morph target set at a specific LOD. | Components/SkinnedMeshComponent.h | |
uint8 GetExternalTickRate() |
Get the external tick rate | Components/SkinnedMeshComponent.h | |
const TArray< TWeakObjectPtr< USkinnedMeshComponent > > & GetFollowerPoseComponents() |
Return current active list of follower components | Components/SkinnedMeshComponent.h | |
int32 GetForcedLOD () |
Get ForcedLodModel of the mesh component. | Components/SkinnedMeshComponent.h |
|
bool GetForceUpdateDynamicDataImmediately() |
Components/SkinnedMeshComponent.h | ||
const TArray< int32 > & GetLeaderBoneMap() |
Components/SkinnedMeshComponent.h | ||
virtual int32 GetLODBias() |
Get the LOD Bias of this component | Components/SkinnedMeshComponent.h | |
const TArray< int32 > & GetMasterBoneMap() |
Components/SkinnedMeshComponent.h | ||
int32 GetMaterialPreview() |
Return value of MaterialIndexPreview | Components/SkinnedMeshComponent.h | |
UMeshDeformerInstance * GetMeshDeformerInstance() |
Components/SkinnedMeshComponent.h |
|
|
UMeshDeformerInstance * GetMeshDeformerInstanceForLOD
(
int32 LODIndex |
Gets the MeshDeformer for the given LOD. | Components/SkinnedMeshComponent.h | |
const FMeshDeformerInstanceSet & GetMeshDeformerInstances() |
Components/SkinnedMeshComponent.h | ||
virtual int32 GetMeshDeformerMaxLOD() |
Max LOD at which to update or apply the MeshDeformer. | Components/SkinnedMeshComponent.h | |
const FSkeletalMeshObject * GetMeshObject() |
Retrieve the mesh object currently assigned to this component | Components/SkinnedMeshComponent.h | |
virtual const Nanite::FResources * GetNaniteResources() |
Components/SkinnedMeshComponent.h | ||
int32 GetNumBones() |
Returns the number of bones in the skeleton. | Components/SkinnedMeshComponent.h |
|
int32 GetNumComponentSpaceTransforms() |
Get current number of component space transorms | Components/SkinnedMeshComponent.h | |
int32 GetNumLODs() |
Get the number of LODs on this component | Components/SkinnedMeshComponent.h |
|
| Get Parent Bone of the input bone | Components/SkinnedMeshComponent.h |
|
|
UPhysicsAsset * GetPhysicsAsset() |
Return PhysicsAsset for this SkeletalMeshComponent It will return SkeletalMesh's PhysicsAsset unless PhysicsAssetOverride is set for this component | Components/SkinnedMeshComponent.h | |
int32 GetPredictedLODLevel () |
Get predicted LOD level. | Components/SkinnedMeshComponent.h |
|
void GetPreSkinnedLocalBounds
(
FBoxSphereBounds& OutBounds |
Get the pre-skinning local space bounds for this component. | Components/SkinnedMeshComponent.h | |
uint32 GetPreviousBoneTransformRevisionNumber() |
Components/SkinnedMeshComponent.h | ||
const TArray< uint8 > & GetPreviousBoneVisibilityStates() |
Const getters for previous transform idea | Components/SkinnedMeshComponent.h | |
const TArray< FTransform > & GetPreviousComponentTransformsArray() |
Components/SkinnedMeshComponent.h | ||
virtual const TSharedPtr< FSkelMeshRefPoseOverride > & GetRefPoseOverride() |
Accessor for RefPoseOverride | Components/SkinnedMeshComponent.h | |
FVector GetRefPosePosition
(
int32 BoneIndex |
Gets the local-space position of a bone in the reference pose. | Components/SkinnedMeshComponent.h |
|
FTransform GetRefPoseTransform
(
int32 BoneIndex |
Gets the local-space transform of a bone in the reference pose. | Components/SkinnedMeshComponent.h |
|
int32 GetSectionPreview() |
Return value of SectionIndexPreview | Components/SkinnedMeshComponent.h | |
int32 GetSelectedEditorMaterial() |
Return value of SelectedEditorMaterial | Components/SkinnedMeshComponent.h | |
int32 GetSelectedEditorSection() |
Return value of SelectedEditorSection | Components/SkinnedMeshComponent.h | |
FSkeletalMeshRenderData * GetSkeletalMeshRenderData() |
Gets the skeletal mesh resource used for rendering the component. | Components/SkinnedMeshComponent.h | |
USkinnedAsset * GetSkinnedAsset() |
Get the SkinnedAsset rendered for this mesh. | Components/SkinnedMeshComponent.h |
|
FSkinWeightVertexBuffer * GetSkinWeightBuffer
(
int32 LODIndex |
Returns skin weight vertex buffer to use for specific LOD (will look at override) | Components/SkinnedMeshComponent.h | |
const TArray< TWeakObjectPtr< USkinnedMeshComponent > > & GetSlavePoseComponents() |
Components/SkinnedMeshComponent.h | ||
FName GetSocketBoneName
(
FName InSocketName |
Returns bone name linked to a given named socket on the skeletal mesh component. | Components/SkinnedMeshComponent.h |
|
USkeletalMeshSocket const * GetSocketByName
(
FName InSocketName |
Components/SkinnedMeshComponent.h | ||
USkeletalMeshSocket const * GetSocketInfoByName
(
FName InSocketName, |
Components/SkinnedMeshComponent.h | ||
bool GetTwistAndSwingAngleOfDeltaRotationFromRefPose
(
FName BoneName, |
Get Twist and Swing Angle in Degree of Delta Rotation from Reference Pose in Local space | Components/SkinnedMeshComponent.h |
|
int32 GetValidMinLOD
(
const int32 InMinLODIndex |
Validate the min LOD value of the mesh component by iterating over render data to make sure we get something usable. | Components/SkinnedMeshComponent.h | |
FColor GetVertexColor
(
int32 VertexIndex |
Returns color of the vertex. | Components/SkinnedMeshComponent.h | |
FVector2D GetVertexUV
(
int32 VertexIndex, |
Returns texture coordinates of the vertex. | Components/SkinnedMeshComponent.h | |
bool HasAnyAttachedSockets() |
Components/SkinnedMeshComponent.h | ||
bool HasExternalMorphSet
(
int32 LOD, |
Do we have a given set of external morph targets? | Components/SkinnedMeshComponent.h | |
bool HasMeshDeformer() |
Components/SkinnedMeshComponent.h | ||
virtual bool HasValidNaniteData() |
Returns true if the component has valid Nanite render data. | Components/SkinnedMeshComponent.h | |
virtual void HideBone
(
int32 BoneIndex, |
Hides the specified bone. You can also set option for physics body. | Components/SkinnedMeshComponent.h | |
void HideBoneByName
(
FName BoneName, |
Hides the specified bone with name. | Components/SkinnedMeshComponent.h |
|
void InitLODInfos() |
Initialize the LOD entries for the component | Components/SkinnedMeshComponent.h | |
void InvalidateCachedBounds() |
Invalidate Cached Bounds, when Mesh Component has been updated. | Components/SkinnedMeshComponent.h | |
bool IsBoneHidden
(
int32 BoneIndex |
Determines if the specified bone is hidden. | Components/SkinnedMeshComponent.h | |
bool IsBoneHiddenByName
(
FName BoneName |
Determines if the specified bone is hidden. | Components/SkinnedMeshComponent.h |
|
bool IsMaterialSectionShown
(
int32 MaterialID, |
Returns whether a specific material section is currently hidden on this component (by using ShowMaterialSection) | Components/SkinnedMeshComponent.h |
|
virtual bool IsPlayingNetworkedRootMotionMontage() |
Components/SkinnedMeshComponent.h | ||
virtual bool IsPlayingRootMotion() |
Components/SkinnedMeshComponent.h | ||
virtual bool IsPlayingRootMotionFromEverything() |
Components/SkinnedMeshComponent.h | ||
bool IsSkinCacheAllowed
(
int32 LodIdx |
Components/SkinnedMeshComponent.h | ||
bool IsSkinWeightProfilePending() |
Check whether a skin weight profile is currently pending load / create | Components/SkinnedMeshComponent.h | |
bool IsUsingExternalInterpolation() |
Check whether we should be interpolating due to external settings | Components/SkinnedMeshComponent.h | |
bool IsUsingExternalTickRateControl() |
Check whether we we have our tick rate externally controlled | Components/SkinnedMeshComponent.h | |
bool IsUsingSkinWeightProfile() |
Check whether a skin weight profile is currently set on any layer. | Components/SkinnedMeshComponent.h |
|
bool IsValidExternalMorphSetLODIndex
(
int32 LOD |
Check whether a given LOD index is valid for the external morph sets. | Components/SkinnedMeshComponent.h | |
void OverrideMinLOD
(
int32 InNewMinLOD |
Override the Min LOD of the mesh component | Components/SkinnedMeshComponent.h |
|
virtual void PostAssetCompilation() |
Called by the asset compilers (FAnimBankCompilingManager / FSkinnedAssetCompilingManager) when done to allow render state to be created. | Components/SkinnedMeshComponent.h | |
virtual void PostInitMeshObject
(
FSkeletalMeshObject* |
Function to operate on mesh object after its created, but before it's attached. | Components/SkinnedMeshComponent.h | |
void RebuildVisibilityArray() |
Rebuild BoneVisibilityStates array. Mostly refresh information of bones for BVS_HiddenByParent | Components/SkinnedMeshComponent.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/SkinnedMeshComponent.h | |
void RefreshExternalMorphTargetWeights
(
bool bZeroOldWeights |
Refresh the external morph target weight buffers. | Components/SkinnedMeshComponent.h | |
void RefreshFollowerComponents () |
Refresh Follower Components if exists | Components/SkinnedMeshComponent.h | |
void RefreshSlaveComponents() |
Components/SkinnedMeshComponent.h | ||
virtual FDelegateHandle RegisterOnBoneTransformsFinalizedDelegate
(
const FOnBoneTransformsFinalizedMultiCast::FDelegate& |
Register an OnBoneTransformsFinalized callback which can be called in FinalizeBoneTransform(). | Components/SkinnedMeshComponent.h | |
void ReleaseResources() |
Release any rendering resources owned by this component | Components/SkinnedMeshComponent.h | |
void RemoveAllSocketOverrides() |
Components/SkinnedMeshComponent.h | ||
void RemoveExternalMorphSet
(
int32 LOD, |
Remove a given set of external GPU based morph targets. | Components/SkinnedMeshComponent.h | |
void RemoveSocketOverrides
(
FName SourceSocketName |
Components/SkinnedMeshComponent.h | ||
bool RequestReadbackRenderGeometry
(
TUniquePtr< FMeshDeformerGeometryReadbackRequest > InRequest |
Readback the render geometry async, a FMeshDescription will be generated on a background thread for additional operation Note: currently it only supports mesh deformed by a MeshDeformer | Components/SkinnedMeshComponent.h | |
void ResizeExternalMorphTargetSets() |
Resize the morph target sets array to the number of LODs. | Components/SkinnedMeshComponent.h | |
void SetAlwaysUseMeshDeformer
(
bool bShouldAlwaysUseMeshDeformer |
Always use a MeshDeformer as long as one can be found in the project settings | Components/SkinnedMeshComponent.h |
|
void SetCapsuleIndirectShadowMinVisibility
(
float NewValue |
Components/SkinnedMeshComponent.h |
|
|
void SetCastCapsuleDirectShadow
(
bool bNewValue |
Components/SkinnedMeshComponent.h |
|
|
void SetCastCapsuleIndirectShadow
(
bool bNewValue |
Components/SkinnedMeshComponent.h |
|
|
void SetComponentSpaceTransformsDoubleBuffering
(
bool bInDoubleBufferedComponentSpaceTransforms |
Components/SkinnedMeshComponent.h | ||
void SetCPUSkinningEnabled
(
bool bEnable, |
Set whether this component uses CPU skinning Notes: | Components/SkinnedMeshComponent.h | |
void SetExternalDeltaTime
(
float InDeltaTime |
Set non-URO-based delta time | Components/SkinnedMeshComponent.h | |
void SetExternalInterpolationAlpha
(
float InAlpha |
Set non-URO-based interpolation alpha | Components/SkinnedMeshComponent.h | |
void SetExternalTickRate
(
uint8 InTickRate |
Set the external tick rate | Components/SkinnedMeshComponent.h | |
void SetForcedLOD
(
int32 InNewForcedLOD |
Set ForcedLodModel of the mesh component | Components/SkinnedMeshComponent.h |
|
void SetForceUpdateDynamicDataImmediately
(
bool bForceUpdateImmediately |
Components/SkinnedMeshComponent.h | ||
void SetForceWireframe
(
bool InForceWireframe |
Sets the value of the bForceWireframe flag and reattaches the component as necessary. | Components/SkinnedMeshComponent.h | |
void SetLeaderPoseComponent
(
USkinnedMeshComponent* NewLeaderBoneComponent, |
Set LeaderPoseComponent for this component | Components/SkinnedMeshComponent.h |
|
void SetMasterPoseComponent
(
USkinnedMeshComponent* NewMasterBoneComponent, |
Components/SkinnedMeshComponent.h | ||
void SetMaterialPreview
(
int32 InMaterialIndexPreview |
Sets the value of the MaterialIndexPreview option. | Components/SkinnedMeshComponent.h | |
void SetMeshDeformer
(
UMeshDeformer* InMeshDeformer |
Change the MeshDeformer that is used for this Component. | Components/SkinnedMeshComponent.h |
|
void SetMinLOD
(
int32 InNewMinLOD |
Set MinLodModel of the mesh component | Components/SkinnedMeshComponent.h |
|
virtual void SetPhysicsAsset
(
UPhysicsAsset* NewPhysicsAsset, |
Override the Physics Asset of the mesh. | Components/SkinnedMeshComponent.h |
|
virtual void SetRefPoseOverride
(
const TArray< FTransform >& NewRefPoseTransforms |
Apply an override for the current mesh ref pose | Components/SkinnedMeshComponent.h | |
void SetRenderStatic
(
bool bNewValue |
Set whether this skinned mesh should be rendered as static mesh in a reference pose | Components/SkinnedMeshComponent.h |
|
void SetSectionPreview
(
int32 InSectionIndexPreview |
Sets the value of the SectionIndexPreview option. | Components/SkinnedMeshComponent.h | |
void SetSelectedEditorMaterial
(
int32 NewSelectedEditorMaterial |
Sets the value of the SelectedEditorMaterial option. | Components/SkinnedMeshComponent.h | |
void SetSelectedEditorSection
(
int32 NewSelectedEditorSection |
Sets the value of the SelectedEditorSection option. | Components/SkinnedMeshComponent.h | |
virtual void SetSkeletalMesh
(
USkeletalMesh* NewMesh, |
Change the SkeletalMesh that is rendered for this Component. | Components/SkinnedMeshComponent.h | |
void SetSkinnedAsset
(
USkinnedAsset* InSkinnedAsset |
Change the SkinnedAsset that is rendered without reinitializing this Component. | Components/SkinnedMeshComponent.h | |
virtual void SetSkinnedAssetAndUpdate
(
USkinnedAsset* NewMesh, |
Change the SkinnedAsset that is rendered for this Component. | Components/SkinnedMeshComponent.h |
|
void SetSkinWeightOverride
(
int32 LODIndex, |
Allow override of skin weights on a per-component basis. | Components/SkinnedMeshComponent.h |
|
bool SetSkinWeightProfile
(
FName InProfileName, |
Set up an override skin weight profile for this component on the given layer. | Components/SkinnedMeshComponent.h |
|
| Allow override of vertex colors on a per-component basis. | Components/SkinnedMeshComponent.h | ||
void SetVertexColorOverride_LinearColor
(
int32 LODIndex, |
Allow override of vertex colors on a per-component basis, taking array of Blueprint-friendly LinearColors. | Components/SkinnedMeshComponent.h |
|
virtual bool ShouldCPUSkin() |
Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools | Components/SkinnedMeshComponent.h | |
virtual bool ShouldNaniteSkin() |
Function returns whether Nanite should be used to render and skin this mesh. | Components/SkinnedMeshComponent.h | |
virtual bool ShouldTickPose() |
Should tick pose (by calling TickPose) in Tick | Components/SkinnedMeshComponent.h | |
virtual bool ShouldUpdateTransform
(
bool bLODHasChanged |
Should update transform in Tick | Components/SkinnedMeshComponent.h | |
bool ShouldUseUpdateRateOptimizations() |
Components/SkinnedMeshComponent.h | ||
void ShowAllMaterialSections
(
int32 LODIndex |
Clear any material visibility modifications made by ShowMaterialSection | Components/SkinnedMeshComponent.h |
|
void ShowMaterialSection
(
int32 MaterialID, |
Allows hiding of a particular material (by ID) on this instance of a SkeletalMesh. | Components/SkinnedMeshComponent.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/SkinnedMeshComponent.h | |
void TransformFromBoneSpace
(
FName BoneName, |
Transform a location/rotation in bone relative space to world space. | Components/SkinnedMeshComponent.h |
|
void TransformToBoneSpace
(
FName BoneName, |
Transform a location/rotation from world space to bone relative space. | Components/SkinnedMeshComponent.h |
|
virtual void UnHideBone
(
int32 BoneIndex |
Unhides the specified bone. | Components/SkinnedMeshComponent.h | |
void UnHideBoneByName
(
FName BoneName |
UnHide the specified bone with name. | Components/SkinnedMeshComponent.h |
|
void UnloadSkinWeightProfile
(
FName InProfileName |
Unload a Skin Weight Profile's skin weight buffer (if created) | Components/SkinnedMeshComponent.h |
|
virtual void UnregisterOnBoneTransformsFinalizedDelegate
(
const FDelegateHandle& |
Unregister an OnBoneTransformsFinalized callback. | Components/SkinnedMeshComponent.h | |
void UnsetMeshDeformer() |
Unset any MeshDeformer applied to this Component. | Components/SkinnedMeshComponent.h |
|
virtual void UpdateFollowerComponent() |
Update Follower Component. This gets called when LeaderPoseComponent!=nullptr | Components/SkinnedMeshComponent.h | |
void UpdateLeaderBoneMap() |
Update LeaderBoneMap for LeaderPoseComponent and this component | Components/SkinnedMeshComponent.h | |
virtual bool UpdateLODStatus() |
Update the PredictedLODLevel and MaxDistanceFactor in the component from its MeshObject. | Components/SkinnedMeshComponent.h | |
void UpdateMasterBoneMap() |
Components/SkinnedMeshComponent.h | ||
void UpdateMorphMaterialUsageOnProxy() |
Checks/updates material usage on proxy based on current morph target usage | Components/SkinnedMeshComponent.h | |
void UpdateSkinWeightOverrideBuffer() |
Queues an update of the Skin Weight Buffer used by the current MeshObject | Components/SkinnedMeshComponent.h | |
virtual void UpdateSlaveComponent() |
Components/SkinnedMeshComponent.h | ||
virtual void UpdateVisualizeLODString
(
FString& DebugString |
Components/SkinnedMeshComponent.h |
Overridden from UMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetMaterialStreamingData
(
int32 MaterialIndex, |
Get the material info for texture streaming. Return whether the data is valid or not. | Components/SkinnedMeshComponent.h | |
virtual bool PrestreamMeshLODs
(
float Seconds |
Tell the streaming system to start streaming in all LODs for the mesh. | Components/SkinnedMeshComponent.h | |
virtual void RegisterLODStreamingCallback
(
FLODStreamingCallback&& Callback, |
Register a one-time callback that will be called when criteria met | Components/SkinnedMeshComponent.h | |
virtual void RegisterLODStreamingCallback
(
FLODStreamingCallback&& CallbackStreamingStart, |
Register a one-time callback that will be called when streaming starts or ends. | Components/SkinnedMeshComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CollectPSOPrecacheData
(
const FPSOPrecacheParams& BasePrecachePSOParams, |
Precache all PSOs which can be used by the component | Components/SkinnedMeshComponent.h | |
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. | Components/SkinnedMeshComponent.h | |
virtual UMaterialInterface * GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index | Components/SkinnedMeshComponent.h | |
virtual int32 GetMaterialIndex
(
FName MaterialSlotName |
Components/SkinnedMeshComponent.h | ||
| Components/SkinnedMeshComponent.h | |||
virtual int32 GetNumMaterials() |
Return number of material elements in this primitive | Components/SkinnedMeshComponent.h | |
virtual void GetPrimitiveStats
(
FPrimitiveStats& PrimitiveStats |
Components/SkinnedMeshComponent.h | ||
virtual void GetStreamingRenderAssetInfo
(
FStreamingTextureLevelContext& LevelContext, |
Enumerates the streaming textures/meshes used by the primitive. | Components/SkinnedMeshComponent.h | |
virtual float GetStreamingScale() |
Components/SkinnedMeshComponent.h | ||
virtual void GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component | Components/SkinnedMeshComponent.h | |
virtual bool IsMaterialSlotNameValid
(
FName MaterialSlotName |
Components/SkinnedMeshComponent.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/SkinnedMeshComponent.h | |
virtual bool DoesSocketExist
(
FName InSocketName |
Return true if socket with the given name exists | Components/SkinnedMeshComponent.h | |
| Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials | Components/SkinnedMeshComponent.h | ||
virtual FTransform GetSocketTransform
(
FName InSocketName, |
Get world-space socket transform. | Components/SkinnedMeshComponent.h | |
virtual bool HasAnySockets() |
Returns true if this component has any sockets | Components/SkinnedMeshComponent.h | |
virtual void OnChildAttached
(
USceneComponent* ChildComponent |
Called after a child scene component is attached to this component. | Components/SkinnedMeshComponent.h | |
virtual void OnChildDetached
(
USceneComponent* ChildComponent |
Called after a child scene component is detached from this component. | Components/SkinnedMeshComponent.h | |
virtual void QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
Get a list of sockets this component contains | Components/SkinnedMeshComponent.h | |
virtual void UpdateBounds() |
Update the Bounds of the component. | Components/SkinnedMeshComponent.h | |
virtual bool UpdateOverlapsImpl
(
const TOverlapArrayView* NewPendingOverlaps, |
Queries world and updates overlap tracking state for this component. | Components/SkinnedMeshComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/SkinnedMeshComponent.h | ||
virtual bool CanEditChange
(
const FProperty* InProperty |
Components/SkinnedMeshComponent.h | ||
virtual FString GetDetailedInfoInternal() |
Components/SkinnedMeshComponent.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Components/SkinnedMeshComponent.h | ||
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Components/SkinnedMeshComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/SkinnedMeshComponent.h | ||
virtual void PostLoad() |
Components/SkinnedMeshComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/SkinnedMeshComponent.h |
Overridden from IInterface_AsyncCompilation
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsCompiling() |
Returns whether this component is still being compiled or dependent on other objects being compiled. | Components/SkinnedMeshComponent.h |
Overridden from IClothSimulationDataProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetUpdateClothSimulationData_AnyThread
(
TMap< int32, FClothSimulData >& OutClothSimulData, |
Override this function to pass on cloth simulation data (or any deformable using the cloth pipeline) to the skeletal renderer. | Components/SkinnedMeshComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddFollowerPoseComponent
(
USkinnedMeshComponent* SkinnedMeshComponent |
Add a follower component to the FollowerPoseComponents array | Components/SkinnedMeshComponent.h | |
virtual void AddSlavePoseComponent
(
USkinnedMeshComponent* SkinnedMeshComponent |
Components/SkinnedMeshComponent.h | ||
virtual bool AllocateTransformData() |
Allocate Transform Data array including SpaceBases, BoneVisibilityStates | Components/SkinnedMeshComponent.h | |
FBoxSphereBounds CalcMeshBound
(
const FVector3f& RootOffset, |
Update Mesh Bound information based on input | Components/SkinnedMeshComponent.h | |
uint8 ComputeMaxFirstLODIdxInAttachmentTree() |
Traverse the attachment tree and compute the highest streaming LOD index clamp among components with SyncAttachParentLOD enabled | Components/SkinnedMeshComponent.h | |
virtual void DeallocateTransformData() |
Components/SkinnedMeshComponent.h | ||
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/SkinnedMeshComponent.h | |
void FlipEditableSpaceBases() |
Flip the editable space base buffer | Components/SkinnedMeshComponent.h | |
| Get the currently active MeshDeformer. | Components/SkinnedMeshComponent.h | ||
void RefreshUpdateRateParams() |
Recreates update rate params and internal tracker data | Components/SkinnedMeshComponent.h | |
void ReleaseUpdateRateParams() |
Removes update rate params and internal tracker data | Components/SkinnedMeshComponent.h | |
virtual void RemoveFollowerPoseComponent
(
USkinnedMeshComponent* SkinnedMeshComponent |
Remove a follower component from the FollowerPoseComponents array | Components/SkinnedMeshComponent.h | |
virtual void RemoveSlavePoseComponent
(
USkinnedMeshComponent* SkinnedMeshComponent |
Components/SkinnedMeshComponent.h | ||
void SetMeshDeformer
(
bool bInSetMeshDeformer, |
Set the MeshDeformer and update the internal MeshDeformerInstance. | Components/SkinnedMeshComponent.h | |
virtual void SetPredictedLODLevel
(
int32 InPredictedLODLevel |
Set predicted LOD level. | Components/SkinnedMeshComponent.h | |
bool SetSkinWeightProfileStack
(
const FSkinWeightProfileStack& InProfileStack |
Set the currently active skin weight profile stack to the given stack. | Components/SkinnedMeshComponent.h | |
bool ShouldUpdateBoneVisibility() |
Return true if it needs update. Return false if not | Components/SkinnedMeshComponent.h | |
void UpdateCachedSocketAttachmentFlag() |
Components/SkinnedMeshComponent.h | ||
bool UpdateLODStatus_Internal
(
int32 InLeaderPoseComponentPredictedLODLevel, |
Helper function for UpdateLODStatus, called with a valid index for InLeaderPoseComponentPredictedLODLevel when updating LOD status for follower components | Components/SkinnedMeshComponent.h |
Overridden from UMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetDefaultMaterialSlotsOverlayMaterial
(
TArray< TObjectPtr< UMaterialInterface > >& OutMaterialSlotOverlayMaterials |
Get all default LOD sections overlay materials used by a mesh. | Components/SkinnedMeshComponent.h | |
virtual UMaterialInterface * GetDefaultOverlayMaterial() |
Get the default overlay material used by a mesh | Components/SkinnedMeshComponent.h | |
virtual float GetDefaultOverlayMaterialMaxDrawDistance() |
Get the default overlay material max draw distance | Components/SkinnedMeshComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject const * AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable | Components/SkinnedMeshComponent.h | |
virtual void BeginPlay () |
Used to detach physics objects before simulation begins. | Components/SkinnedMeshComponent.h | |
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | Components/SkinnedMeshComponent.h | |
virtual void DestroyRenderState_Concurrent () |
Used to shut down any rendering thread structure for this component | Components/SkinnedMeshComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/SkinnedMeshComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/SkinnedMeshComponent.h | |
virtual bool RequiresGameThreadEndOfFrameRecreate() |
Return true if this component requires end of frame recreates to happen from the game thread. | Components/SkinnedMeshComponent.h | |
virtual void SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread | Components/SkinnedMeshComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | Components/SkinnedMeshComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BindWorldDelegates() |
Helpers allowing us to cache feature level | Components/SkinnedMeshComponent.h | |
static void ComputeSkinnedPositions
(
USkinnedMeshComponent* Component, |
CPU evaluation of the positions of all vertices (returned in component space) | Components/SkinnedMeshComponent.h | |
static void GetPhysicsRequiredBones
(
const USkinnedAsset* SkinnedAsset, |
Animation required bones Get the bones used by the physics asset (if any), as these have to be updated even if LODed out. | Components/SkinnedMeshComponent.h | |
static FVector3f GetSkinnedVertexPosition
(
USkinnedMeshComponent* Component, |
Simple, CPU evaluation of a vertex's skinned position (returned in component space) | Components/SkinnedMeshComponent.h | |
static FVector3f GetSkinnedVertexPosition
(
USkinnedMeshComponent* Component, |
Simple, CPU evaluation of a vertex's skinned position (returned in component space) | Components/SkinnedMeshComponent.h | |
static void GetSocketRequiredBones
(
const USkinnedAsset* SkinnedAsset, |
Get the bones that are used by sockets. | Components/SkinnedMeshComponent.h | |
static void HandleFeatureLevelChanged
(
ERHIFeatureLevel::Type InFeatureLevel, |
Components/SkinnedMeshComponent.h | ||
static void HandlePostWorldCreation
(
UWorld* InWorld |
Components/SkinnedMeshComponent.h | ||
static void MergeInBoneIndexArrays
(
TArray< FBoneIndexType >& BaseArray, |
Takes sorted array Base and then adds any elements from sorted array Insert which is missing from it, preserving order. | Components/SkinnedMeshComponent.h | |
static bool ShouldRenderNaniteSkinnedMeshes() |
Returns true if skinned meshes are allowed to be rendered as Nanite when enabled on the mesh. | Components/SkinnedMeshComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MeshDeformerInstance_DEPRECATED | TObjectPtr< UMeshDeformerInstance > | Components/SkinnedMeshComponent.h |
|
|
| WireframeColor_DEPRECATED | FColor | Wireframe color | Components/SkinnedMeshComponent.h |
Deprecated Functions
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Get the SkeletalMesh rendered for this mesh. | Components/SkinnedMeshComponent.h |
|
|
void SetSkeletalMesh_DEPRECATED
(
USkeletalMesh* NewMesh |
Components/SkinnedMeshComponent.h |