unreal.ControlRigSkeletalMeshComponent

class unreal.ControlRigSkeletalMeshComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: DebugSkelMeshComponent

Control Rig Skeletal Mesh Component

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRigEditor

  • File: ControlRigSkeletalMeshComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • affect_distance_field_lighting (bool): [Read-Write] Affect Distance Field Lighting: Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *

  • affect_dynamic_indirect_lighting (bool): [Read-Write] Affect Dynamic Indirect Lighting: Controls whether the primitive should inject light into the Light Propagation Volume. This flag is only used if CastShadow is true.

  • affect_indirect_lighting_while_hidden (bool): [Read-Write] Affect Indirect Lighting While Hidden: Controls whether the primitive should affect indirect lighting when hidden. This flag is only used if bAffectDynamicIndirectLighting is true.

  • allow_anim_curve_evaluation (bool): [Read-Write] Allow Anim Curve Evaluation: Disable animation curves for this component. If this is set true, no curves will be processed

  • allow_cloth_actors (bool): [Read-Write] Allow Cloth Actors: Toggles creation of cloth simulation. Distinct from the simulation toggle below in that, if off, avoids allocating the actors entirely instead of just skipping the simulation step.

  • allow_cull_distance_volume (bool): [Read-Write] Allow Cull Distance Volume: Whether to accept cull distance volumes to modify cached cull distance.

  • always_create_physics_state (bool): [Read-Write] Always Create Physics State: Indicates if we’d like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you’d like to avoid overhead of creating physics state when triggers

  • anim_blueprint_generated_class (type(AnimBlueprintGeneratedClass)): [Read-Write] Anim Blueprint Generated Class

  • anim_class (type(Class)): [Read-Write] Anim Class: The AnimBlueprint class to use. Use ‘SetAnimInstanceClass’ to change at runtime.

  • animation_data (SingleAnimationPlayData): [Read-Write] Animation Data

  • animation_mode (AnimationMode): [Read-Write] Animation Mode: Whether to use Animation Blueprint or play Single Animation Asset.

  • apply_impulse_on_damage (bool): [Read-Write] Apply Impulse on Damage: True for damage to this component to apply physics impulse, false to opt out of these impulses.

  • asset_user_data (Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • body_instance (BodyInstance): [Read-Write] Body Instance: Physics scene information for this component, holds a single rigid body with multiple shapes.

  • bounds_scale (float): [Read-Write] Bounds Scale: Scales the bounds of the object. This is useful when using World Position Offset to animate the vertices of the object outside of its bounds. Warning: Increasing the bounds of an object will reduce performance and shadow quality! Currently only used by StaticMeshComponent and SkeletalMeshComponent.

  • cached_max_draw_distance (float): [Read-Only] Cached Max Draw Distance: The distance to cull this primitive at. A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.

  • can_character_step_up_on (CanBeCharacterBase): [Read-Write] Can Character Step Up On: Determine whether a Character can step up onto this component. This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it. see: FWalkableSlopeOverride

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • capsule_indirect_shadow_min_visibility (float): [Read-Write] Capsule Indirect Shadow Min Visibility: Controls how dark the capsule indirect shadow can be.

  • cast_capsule_direct_shadow (bool): [Read-Write] Cast Capsule Direct Shadow: Whether to use the capsule representation (when present) from a skeletal mesh’s ShadowPhysicsAsset for direct shadowing from lights. This type of shadowing is approximate but handles extremely wide area shadowing well. The softness of the shadow depends on the light’s LightSourceAngle / SourceRadius. This flag will force bCastInsetShadow to be enabled.

  • cast_capsule_indirect_shadow (bool): [Read-Write] Cast Capsule Indirect Shadow: Whether to use the capsule representation (when present) from a skeletal mesh’s ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight).

  • cast_cinematic_shadow (bool): [Read-Write] Cast Cinematic Shadow: Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired.

  • cast_contact_shadow (bool): [Read-Write] Cast Contact Shadow: Whether the object should cast contact shadows. This flag is only used if CastShadow is true.

  • cast_dynamic_shadow (bool): [Read-Write] Cast Dynamic Shadow: Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *

  • cast_far_shadow (bool): [Read-Write] Cast Far Shadow: When enabled, the component will be rendering into the far shadow cascades (only for directional lights).

  • cast_hidden_shadow (bool): [Read-Write] Cast Hidden Shadow: If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.

  • cast_inset_shadow (bool): [Read-Write] Cast Inset Shadow: Whether this component should create a per-object shadow that gives higher effective shadow resolution. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled.

  • cast_shadow (bool): [Read-Write] Cast Shadow: Controls whether the primitive component should cast a shadow or not.

  • cast_shadow_as_two_sided (bool): [Read-Write] Cast Shadow as Two Sided: Whether this primitive should cast dynamic shadows as if it were a two sided material.

  • cast_static_shadow (bool): [Read-Write] Cast Static Shadow: Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.

  • cast_volumetric_translucent_shadow (bool): [Read-Write] Cast Volumetric Translucent Shadow: Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces.

  • cloth_blend_weight (float): [Read-Write] Cloth Blend Weight: 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

  • cloth_max_distance_scale (float): [Read-Write] Cloth Max Distance Scale

  • clothing_simulation_factory (type(Class)): [Read-Write] Clothing Simulation Factory: Class of the object responsible for

  • collide_with_attached_children (bool): [Read-Write] Collide with Attached Children: can’t collide with part of attached children if total collision volumes exceed 16 capsules or 32 planes per convex

  • collide_with_environment (bool): [Read-Write] Collide with Environment: can’t collide with part of environment if total collision volumes exceed 16 capsules or 32 planes per convex

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • component_use_fixed_skel_bounds (bool): [Read-Write] Component Use Fixed Skel Bounds: When true, skip using the physics asset etc. and always use the fixed bounds defined in the SkeletalMesh.

  • consider_all_bodies_for_bounds (bool): [Read-Write] Consider All Bodies for Bounds: If true, when updating bounds from a PhysicsAsset, consider _all_ BodySetups, not just those flagged with bConsiderForBounds.

  • consider_for_actor_placement_when_hidden (bool): [Read-Write] Consider for Actor Placement when Hidden: If true, this component will be considered for placement when dragging and placing items in the editor even if it is not visible, such as in the case of hidden collision meshes

  • custom_depth_stencil_value (int32): [Read-Write] Custom Depth Stencil Value: Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

  • custom_depth_stencil_write_mask (RendererStencilMask): [Read-Write] Custom Depth Stencil Write Mask: Mask used for stencil buffer writes.

  • custom_primitive_data (CustomPrimitiveData): [Read-Write] Custom Primitive Data: Optional user defined default values for the custom primitive data of this primitive

  • default_animating_rig_override (Object): [Read-Write] Default Animating Rig Override: Default Animating Rig to Use if bOverrideDefaultAnimatingRig is true

  • defer_kinematic_bone_update (bool): [Read-Write] Defer Kinematic Bone Update: Whether animation and world transform updates are deferred. If this is on, the kinematic bodies (scene query data) will not update until the next time the physics simulation is run

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • disable_cloth_simulation (bool): [Read-Write] Disable Cloth Simulation: Disable cloth simulation and play original animation without simulation

  • disable_morph_target (bool): [Read-Write] Disable Morph Target: Disable Morphtarget for this component.

  • disable_post_process_blueprint (bool): [Read-Write] Disable Post Process Blueprint: Controls whether or not this component will evaluate its post process instance. The post-process Instance is dictated by the skeletal mesh so this is used for per-instance control.

  • disable_rigid_body_anim_node (bool): [Read-Write] Disable Rigid Body Anim Node: Disable rigid body animation nodes and play original animation without simulation

  • display_debug_update_rate_optimizations (bool): [Read-Write] Display Debug Update Rate Optimizations: Enable on screen debugging of update rate optimization. Red = Skipping 0 frames, Green = skipping 1 frame, Blue = skipping 2 frames, black = skipping more than 2 frames. todo:: turn this into a console command.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • emissive_light_source (bool): [Read-Write] Emissive Light Source: Whether the primitive will be used as an emissive light source.

  • enable_auto_lod_generation (bool): [Read-Write] Enable Auto LODGeneration: Whether to include this component in HLODs or not.

  • enable_material_parameter_caching (bool): [Read-Write] Enable Material Parameter Caching

  • enable_per_poly_collision (bool): [Read-Write] Enable Per Poly Collision: Uses skinned data for collision data.

  • enable_physics_on_dedicated_server (bool): [Read-Write] Enable Physics on Dedicated Server: If true, simulate physics for this component on a dedicated server. This should be set if simulating physics and replicating with a dedicated server.

    Note: This property cannot be changed at runtime.

  • enable_update_rate_optimizations (bool): [Read-Write] Enable Update Rate Optimizations: if TRUE, Owner will determine how often animation will be updated and evaluated. See AnimUpdateRateTick() This allows to skip frames for performance. (For example based on visibility and size on screen).

  • exclude_for_specific_hlod_levels (Array[int32]): [Read-Write] Exclude for Specific HLODLevels: Which specific HLOD levels this component should be excluded from

  • exclude_from_light_attachment_group (bool): [Read-Write] Exclude from Light Attachment Group: If set, then it overrides any bLightAttachmentsAsGroup set in a parent.

  • fill_collision_underneath_for_navmesh (bool): [Read-Write] Fill Collision Underneath for Navmesh: If set, navmesh will not be generated under the surface of the geometry

  • force_collision_update (bool): [Read-Write] Force Collision Update: Forces the cloth simulation to constantly update its external collisions, at the expense of performance. This will help to prevent missed collisions if the cloth’s skeletal mesh component isn’t moving, and when instead, wind or other moving objects are causing new collision shapes to come into the cloth’s vicinity.

  • force_mip_streaming (bool): [Read-Write] Force Mip Streaming: If true, forces mips for textures used by this component to be resident when this component’s level is loaded.

  • forced_lod_model (int32): [Read-Write] Forced Lod Model

  • generate_overlap_events (bool): [Read-Write] Generate Overlap Events

  • global_anim_rate_scale (float): [Read-Write] Global Anim Rate Scale: Used to scale speed of all animations on this skeletal mesh.

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • hidden_in_scene_capture (bool): [Read-Write] Hidden in Scene Capture: When true, will not be captured by Scene Capture

  • hlod_batching_policy (HLODBatchingPolicy): [Read-Write] HLODBatching Policy: Determines how the geometry of a component will be incorporated in proxy (simplified) HLODs.

  • ignore_leader_pose_component_lod (bool): [Read-Write] Ignore Leader Pose Component LOD: 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

  • ignore_radial_force (bool): [Read-Write] Ignore Radial Force: Will ignore radial forces applied to this component.

  • ignore_radial_impulse (bool): [Read-Write] Ignore Radial Impulse: Will ignore radial impulses applied to this component.

  • include_component_location_into_bounds (bool): [Read-Write] Include Component Location Into Bounds: 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)

  • indirect_lighting_cache_quality (IndirectLightingCacheQuality): [Read-Write] Indirect Lighting Cache Quality: Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • kinematic_bones_update_type (KinematicBonesUpdateToPhysics): [Read-Write] Kinematic Bones Update Type: If we are running physics, should we update non-simulated bones based on the animation bone positions.

  • ld_max_draw_distance (float): [Read-Write] LDMax Draw Distance: Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.

  • leader_pose_component (SkinnedMeshComponent): [Read-Write] Leader Pose Component: If set, this SkeletalMeshComponent will not use its SpaceBase for bone transform, but will use the component space transforms from the LeaderPoseComponent. This is used when constructing a character using multiple skeletal meshes sharing the same skeleton within the same Actor.

  • light_attachments_as_group (bool): [Read-Write] Light Attachments as Group: Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together.

  • lighting_channels (LightingChannels): [Read-Write] Lighting Channels: Channels that this component should be in. Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.

  • lightmap_type (LightmapType): [Read-Write] Lightmap Type: Controls the type of lightmap used for this component.

  • local_space_simulation (bool): [Read-Write] Local Space Simulation: It’s worth trying this option when you feel that the current cloth simulation is unstable. The scale of the actor is maintained during the simulation. It is possible to add the inertia effects to the simulation, through the inertiaScale parameter of the clothing material. So with an inertiaScale of 1.0 there should be no visible difference between local space and global space simulation. Known issues: - Currently there’s simulation issues when this feature is used in 3.x (DE4076) So if localSpaceSim is enabled there’s no inertia effect when the global pose of the clothing actor changes.

  • mesh_deformer (MeshDeformer): [Read-Write] Mesh Deformer: The mesh deformer to use. If no mesh deformer is set from here or the SkeletalMesh, then we fall back to the fixed function deformation.

  • mesh_deformer_instance (MeshDeformerInstance): [Read-Write] Mesh Deformer Instance: Object containing state for the bound MeshDeformer.

  • mesh_deformer_instance_settings (MeshDeformerInstanceSettings): [Read-Only] Mesh Deformer Instance Settings: Object containing instance settings for the bound MeshDeformer.

  • min_draw_distance (float): [Read-Write] Min Draw Distance: The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive’s bounding sphere to the camera position.

  • min_lod_model (int32): [Read-Write] Min Lod Model: This is the min LOD that this component will use. (e.g. if set to 2 then only 2+ LOD Models will be used.) This is useful to set on meshes which are known to be a certain distance away and still want to have better LODs when zoomed in on them.

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • multi_body_overlap (bool): [Read-Write] Multi Body Overlap: If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components.

  • never_distance_cull (bool): [Read-Write] Never Distance Cull: When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.

  • no_skeleton_update (bool): [Read-Write] No Skeleton Update: Skips Ticking and Bone Refresh.

  • on_anim_initialized (OnAnimInitialized): [Read-Write] On Anim Initialized: Broadcast when the components anim instance is initialized

  • on_begin_cursor_over (ComponentBeginCursorOverSignature): [Read-Write] On Begin Cursor Over: Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller

  • on_clicked (ComponentOnClickedSignature): [Read-Write] On Clicked: Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_begin_overlap (ComponentBeginOverlapSignature): [Read-Write] On Component Begin Overlap: Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events. note: When receiving an overlap from another object’s movement, the directions of ‘Hit.Normal’ and ‘Hit.ImpactNormal’ will be adjusted to indicate force from the other object against this object.

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • on_component_end_overlap (ComponentEndOverlapSignature): [Read-Write] On Component End Overlap: Event called when something stops overlapping this component note: Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events.

  • on_component_hit (ComponentHitSignature): [Read-Write] On Component Hit: Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled for this component. note: When receiving a hit from another object’s movement, the directions of ‘Hit.Normal’ and ‘Hit.ImpactNormal’ will be adjusted to indicate force from the other object against this object. note: NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.

  • on_component_physics_state_changed (ComponentPhysicsStateChanged): [Read-Write] On Component Physics State Changed: Event called when physics state is created or destroyed for this component

  • on_component_sleep (ComponentSleepSignature): [Read-Write] On Component Sleep: Event called when the underlying physics objects is put to sleep

  • on_component_wake (ComponentWakeSignature): [Read-Write] On Component Wake: Event called when the underlying physics objects is woken up

  • on_constraint_broken (ConstraintBrokenSignature): [Read-Write] On Constraint Broken: Notification when constraint is broken.

  • on_end_cursor_over (ComponentEndCursorOverSignature): [Read-Write] On End Cursor Over: Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller

  • on_input_touch_begin (ComponentOnInputTouchBeginSignature): [Read-Write] On Input Touch Begin: Event called when a touch input is received over this component when touch events are enabled in the player controller

  • on_input_touch_end (ComponentOnInputTouchEndSignature): [Read-Write] On Input Touch End: Event called when a touch input is released over this component when touch events are enabled in the player controller

  • on_input_touch_enter (ComponentBeginTouchOverSignature): [Read-Write] On Input Touch Enter: Event called when a finger is moved over this component when touch over events are enabled in the player controller

  • on_input_touch_leave (ComponentEndTouchOverSignature): [Read-Write] On Input Touch Leave: Event called when a finger is moved off this component when touch over events are enabled in the player controller

  • on_plastic_deformation (PlasticDeformationEventSignature): [Read-Write] On Plastic Deformation: Notification when constraint plasticity drive target changes.

  • on_released (ComponentOnReleasedSignature): [Read-Write] On Released: Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller

  • only_owner_see (bool): [Read-Write] Only Owner See: If this is True, this component will only be visible when the view actor is the component’s owner, directly or indirectly.

  • overlay_material (MaterialInterface): [Read-Write] Overlay Material: Translucent material to blend on top of this mesh. Mesh will be rendered twice - once with a base material and once with overlay material

  • overlay_material_max_draw_distance (float): [Read-Write] Overlay Material Max Draw Distance: The max draw distance for overlay material. A distance of 0 indicates that overlay will be culled using primitive max distance.

  • override_default_animating_rig (bool): [Read-Write] Override Default Animating Rig: If true, DefaultAnimatingRigOverride will be used. If false, use the DefaultAnimatingRig in the SkeletalMesh

  • override_materials (Array[MaterialInterface]): [Read-Write] Override Materials: Material overrides.

  • override_min_lod (bool): [Read-Write] Override Min Lod: Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the mesh

  • owner_no_see (bool): [Read-Write] Owner No See: If this is True, this component won’t be visible when the view actor is the component’s owner, directly or indirectly.

  • pause_anims (bool): [Read-Write] Pause Anims: pauses this component’s animations (doesn’t tick them, but still refreshes bones)

  • per_bone_motion_blur (bool): [Read-Write] Per Bone Motion Blur: If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance).

  • physics_asset_override (PhysicsAsset): [Read-Write] Physics Asset Override: PhysicsAsset is set in SkeletalMesh by default, but you can override with this value

  • physics_transform_update_mode (PhysicsTransformUpdateMode): [Read-Write] Physics Transform Update Mode: Whether physics simulation updates component transform.

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • propagate_curves_to_followers (bool): [Read-Write] Propagate Curves to Followers: If true, propagates calls to ApplyAnimationCurvesToComponent for follower components, only needed if follower components do not tick themselves

  • ray_tracing_group_culling_priority (RayTracingGroupCullingPriority): [Read-Write] Ray Tracing Group Culling Priority: Defines how quickly it should be culled. For example buildings should have a low priority, but small dressing should have a high priority.

  • ray_tracing_group_id (int32): [Read-Write] Ray Tracing Group Id: Defines run-time groups of components. For example allows to assemble multiple parts of a building at runtime. -1 means that component doesn’t belong to any group.

  • receive_mobile_csm_shadows (bool): [Read-Write] Receive Mobile CSMShadows: Mobile only: If disabled this component will not receive CSM shadows. (Components that do not receive CSM may have reduced shading cost)

  • receives_decals (bool): [Read-Write] Receives Decals: Whether the primitive receives decals.

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • render_custom_depth (bool): [Read-Write] Render Custom Depth: If true, this component will be rendered in the CustomDepth pass (usually used for outlines)

  • render_in_depth_pass (bool): [Read-Write] Render in Depth Pass: If true, this component will be rendered in the depth pass even if it’s not rendered in the main pass

  • render_in_main_pass (bool): [Read-Write] Render in Main Pass: If true, this component will be rendered in the main pass (z prepass, basepass, transparency)

  • render_static (bool): [Read-Write] Render Static: If true, render as static in reference pose.

  • replicate_physics_to_autonomous_proxy (bool): [Read-Write] Replicate Physics to Autonomous Proxy: True if physics should be replicated to autonomous proxies. This should be true for

    server-authoritative simulations, and false for client authoritative simulations.

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • reset_after_teleport (bool): [Read-Write] Reset After Teleport: reset the clothing after moving the clothing position (called teleport)

  • return_material_on_move (bool): [Read-Write] Return Material on Move: If true, component sweeps will return the material in their hit result. see: MoveComponent(), FHitResult

  • runtime_virtual_textures (Array[RuntimeVirtualTexture]): [Read-Write] Runtime Virtual Textures: Array of runtime virtual textures into which we draw the mesh for this actor. The material also needs to be set up to output to a virtual texture.

  • self_shadow_only (bool): [Read-Write] Self Shadow Only: When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled.

  • set_mesh_deformer (bool): [Read-Write] Set Mesh Deformer: If true, MeshDeformer will be used. If false, use the default mesh deformer on the SkeletalMesh.

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • single_sample_shadow_from_stationary_lights (bool): [Read-Write] Single Sample Shadow from Stationary Lights: Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by Lightmass, which are very sparse. This is currently only used on stationary directional lights.

  • skeletal_mesh (SkeletalMesh): [Read-Write] Skeletal Mesh deprecated: Use USkeletalMeshComponent::GetSkeletalMeshAsset() or GetSkinnedAsset() instead.

  • skeletal_mesh_asset (SkeletalMesh): [Read-Write] Skeletal Mesh Asset

  • skin_cache_usage (Array[SkinCacheUsage]): [Read-Write] Skin Cache Usage: How this Component’s LOD uses the skin cache feature. Auto will defer to the asset’s (SkeletalMesh) option. If Ray Tracing is enabled, will imply Enabled

  • skinned_asset (SkinnedAsset): [Read-Write] Skinned Asset

  • skip_bounds_update_when_interpolating (bool): [Read-Write] Skip Bounds Update when Interpolating: Whether to skip bounds update when interpolating. Bounds are updated to the target interpolation pose only on ticks when they are evaluated.

  • skip_kinematic_update_when_interpolating (bool): [Read-Write] Skip Kinematic Update when Interpolating: Whether to skip UpdateKinematicBonesToAnim() when interpolating. Kinematic bones are updated to the target interpolation pose only on ticks when they are evaluated.

  • streaming_distance_multiplier (float): [Read-Write] Streaming Distance Multiplier: Allows adjusting the desired streaming distance of streaming textures that uses UV 0. 1.0 is the default, whereas a higher value makes the textures stream in sooner from far away. A lower value (0.0-1.0) makes the textures stream in later (you have to be closer). Value can be < 0 (from legcay content, or code changes)

  • sync_attach_parent_lod (bool): [Read-Write] Sync Attach Parent LOD: If true, this component uses its parents LOD when attached if available ForcedLOD can override this change. By default, it will use parent LOD.

  • teleport_distance_threshold (float): [Read-Write] Teleport Distance Threshold: Conduct teleportation if the character’s movement is greater than this threshold in 1 frame. Zero or negative values will skip the check. You can also do force teleport manually using ForceNextUpdateTeleport() / ForceNextUpdateTeleportAndReset().

  • teleport_rotation_threshold (float): [Read-Write] Teleport Rotation Threshold: Rotation threshold in degrees, ranging from 0 to 180. Conduct teleportation if the character’s rotation is greater than this threshold in 1 frame. Zero or negative values will skip the check.

  • trace_complex_on_move (bool): [Read-Write] Trace Complex on Move: If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. see: MoveComponent()

  • translucency_sort_distance_offset (float): [Read-Write] Translucency Sort Distance Offset: Modified sort distance offset for translucent objects in world units. A positive number will move the sort distance further and a negative number will move the distance closer.

    Ignored if the object is not translucent. Warning: Adjusting this value will prevent the renderer from correctly sorting based on distance. Only modify this value if you are certain it will not cause visual artifacts.

  • translucency_sort_priority (int32): [Read-Write] Translucency Sort Priority: Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin. This setting is also used to sort objects being drawn into a runtime virtual texture.

    Ignored if the object is not translucent. The default priority is zero. Warning: This should never be set to a non-default value unless you know what you are doing, as it will prevent the renderer from sorting correctly. It is especially problematic on dynamic gameplay effects.

  • treat_as_background_for_occlusion (bool): [Read-Write] Treat as Background for Occlusion: Treat this primitive as part of the background for occlusion purposes. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc.

  • update_animation_in_editor (bool): [Read-Write] Update Animation in Editor: If true, this will Tick until disabled

  • update_cloth_in_editor (bool): [Read-Write] Update Cloth in Editor: If true, will play cloth in editor

  • update_joints_from_animation (bool): [Read-Write] Update Joints from Animation: 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.

  • update_mesh_when_kinematic (bool): [Read-Write] Update Mesh when Kinematic: 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

  • update_overlaps_on_animation_finalize (bool): [Read-Write] Update Overlaps on Animation Finalize: 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

  • use_as_occluder (bool): [Read-Write] Use as Occluder: Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects in the depth only pass. todo: if any rendering features rely on a complete depth only pass, this variable needs to go away.

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • use_bounds_from_leader_pose_component (bool): [Read-Write] Use Bounds from Leader Pose Component: When true, we will just using the bounds from our LeaderPoseComponent. This is useful for when we have a Mesh Parented to the main SkelMesh (e.g. outline mesh or a full body overdraw effect that is toggled) that is always going to be the same bounds as parent. We want to do no calculations in that case.

  • use_ref_pose_on_init_anim (bool): [Read-Write] Use Ref Pose on Init Anim: On InitAnim should we set to ref pose (if false use first tick of animation data). If enabled, takes precedence over UAnimationSettings::bTickAnimationOnSkeletalMeshInit

  • virtual_texture_cull_mips (int8): [Read-Write] Virtual Texture Cull Mips: Number of lower mips in the runtime virtual texture to skip for rendering this primitive. Larger values reduce the effective draw distance in the runtime virtual texture. This culling method doesn’t take into account primitive size or virtual texture size.

  • virtual_texture_lod_bias (int8): [Read-Write] Virtual Texture Lod Bias: Bias to the LOD selected for rendering to runtime virtual textures.

  • virtual_texture_min_coverage (int8): [Read-Write] Virtual Texture Min Coverage: Set the minimum pixel coverage before culling from the runtime virtual texture. Larger values reduce the effective draw distance in the runtime virtual texture.

  • virtual_texture_render_pass_type (RuntimeVirtualTextureMainPassType): [Read-Write] Virtual Texture Render Pass Type: Controls if this component draws in the main pass as well as in the virtual texture.

  • visibility_based_anim_tick_option (VisibilityBasedAnimTickOption): [Read-Write] Visibility Based Anim Tick Option: * 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

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

  • visible_in_ray_tracing (bool): [Read-Write] Visible in Ray Tracing: If true, this component will be visible in ray tracing effects. Turning this off will remove it from ray traced reflections, shadows, etc.

  • visible_in_real_time_sky_captures (bool): [Read-Write] Visible in Real Time Sky Captures: If true, this component will be visible in real-time sky light reflection captures.

  • visible_in_reflection_captures (bool): [Read-Write] Visible in Reflection Captures: If true, this component will be visible in reflection captures.

  • visible_in_scene_capture_only (bool): [Read-Write] Visible in Scene Capture Only: When true, will only be visible in Scene Capture

  • wait_for_parallel_cloth_task (bool): [Read-Write] Wait for Parallel Cloth Task: Whether we should stall the Cloth tick task until the cloth simulation is complete. This is required if we want up-to-date cloth data on the game thread, for example if we want to generate particles at cloth vertices.