unreal.SkeletalMeshComponent
¶
- class unreal.SkeletalMeshComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
SkinnedMeshComponent
SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset. see: https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/ see: USkeletalMesh
C++ Source:
Module: Engine
File: SkeletalMeshComponent.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 parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentaffect_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 processedallow_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 triggersanim_blueprint_generated_class
(type(AnimBlueprintGeneratedClass)): [Read-Write] Anim Blueprint Generated Classanim_class
(type(Class)): [Read-Write] Anim Class: The AnimBlueprint class to use. Use ‘SetAnimInstanceClass’ to change at runtime.animation_data
(SingleAnimationPlayData): [Read-Write] Animation Dataanimation_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 componentauto_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: FWalkableSlopeOverridecan_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcapsule_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 resultscloth_max_distance_scale
(float): [Read-Write] Cloth Max Distance Scaleclothing_simulation_factory
(type(Class)): [Read-Write] Clothing Simulation Factory: Class of the object responsible forcollide_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 convexcollide_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 convexcomponent_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 meshescustom_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 primitivedefault_animating_rig_override
(Object): [Read-Write] Default Animating Rig Override: Default Animating Rig to Use if bOverrideDefaultAnimatingRig is truedefer_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 rundetail_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 simulationdisable_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 simulationdisplay_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 classemissive_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 Cachingenable_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 fromexclude_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 geometryforce_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 Modelgenerate_overlap_events
(bool): [Read-Write] Generate Overlap Eventsglobal_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 Capturehlod_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 missingignore_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 buildskinematic_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 initializedon_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 controlleron_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 controlleron_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_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 deactivatedon_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 componenton_component_sleep
(ComponentSleepSignature): [Read-Write] On Component Sleep: Event called when the underlying physics objects is put to sleepon_component_wake
(ComponentWakeSignature): [Read-Write] On Component Wake: Event called when the underlying physics objects is woken upon_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 controlleron_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 controlleron_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 controlleron_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 controlleron_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 controlleron_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 controlleronly_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 materialoverlay_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 SkeletalMeshoverride_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 meshowner_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 valuephysics_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 Componentpropagate_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 themselvesray_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 parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_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 passrender_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 forserver-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(), FHitResultruntime_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 Assetskin_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 Enabledskinned_asset
(SkinnedAsset): [Read-Write] Skinned Assetskip_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 disabledupdate_cloth_in_editor
(bool): [Read-Write] Update Cloth in Editor: If true, will play cloth in editorupdate_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 kinematicupdate_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 overlapsuse_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::bTickAnimationOnSkeletalMeshInitvirtual_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 performancevisible
(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 Capturewait_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.
- accumulate_all_bodies_below_physics_blend_weight(bone_name, add_physics_blend_weight, skip_custom_physics_type=False) None ¶
Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated
- add_force_to_all_bodies_below(force, bone_name='None', accel_change=False, include_self=True) None ¶
Add a force to all rigid bodies below. This is like a ‘thruster’. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
- Parameters:
force (Vector) – Force vector to apply. Magnitude indicates strength of force.
bone_name (Name) – If a SkeletalMeshComponent, name of body to apply force to. ‘None’ indicates root body.
accel_change (bool) – If true, Force is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect).
include_self (bool) – If false, Force is only applied to bodies below but not given bone name.
- add_impulse_to_all_bodies_below(impulse, bone_name='None', vel_change=False, include_self=True) None ¶
Add impulse to all single rigid bodies below. Good for one time instant burst.
- Parameters:
impulse (Vector) – Magnitude and direction of impulse to apply.
bone_name (Name) – If a SkeletalMeshComponent, name of body to apply impulse to. ‘None’ indicates root body.
vel_change (bool) – If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect).
include_self (bool) – If false, Force is only applied to bodies below but not given bone name.
- property 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.
- Type:
(bool)
- property anim_blueprint_generated_class: AnimBlueprintGeneratedClass¶
[Read-Only] Anim Blueprint Generated Class
- Type:
- property anim_class: Class¶
[Read-Only] Anim Class: The AnimBlueprint class to use. Use ‘SetAnimInstanceClass’ to change at runtime.
- property animation_blueprint: AnimBlueprintGeneratedClass¶
‘animation_blueprint’ was renamed to ‘anim_blueprint_generated_class’.
- Type:
deprecated
- property animation_data: SingleAnimationPlayData¶
[Read-Write] Animation Data
- Type:
- property animation_mode: AnimationMode¶
[Read-Only] Animation Mode: Whether to use Animation Blueprint or play Single Animation Asset.
- Type:
- property b_propagate_curves_to_slaves: bool¶
‘b_propagate_curves_to_slaves’ was renamed to ‘propagate_curves_to_followers’.
- Type:
deprecated
- bind_cloth_to_leader_pose_component() None ¶
If this component has a valid LeaderPoseComponent then this function makes cloth items on the follower component take the transforms of the cloth items on the leader component instead of simulating separately. Note: This will FORCE any cloth actor on the leader component to simulate in local space. Also The meshes used in the components must be identical for the cloth to bind correctly
- bind_cloth_to_master_pose_component() None ¶
deprecated: ‘bind_cloth_to_master_pose_component’ was renamed to ‘bind_cloth_to_leader_pose_component’.
- clear_layer_overlay(class_: Class) None ¶
deprecated: ‘clear_layer_overlay’ was renamed to ‘unlink_anim_class_layers’.
- property 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
- Type:
(float)
- property 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
- Type:
(bool)
- property 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
- Type:
(bool)
- property default_animating_rig_override: Object¶
[Read-Write] Default Animating Rig Override: Default Animating Rig to Use if bOverrideDefaultAnimatingRig is true
- Type:
(Object)
- property defer_kinematic_bone_update: bool¶
[Read-Only] 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
- Type:
(bool)
- property disable_cloth_simulation: bool¶
[Read-Write] Disable Cloth Simulation: Disable cloth simulation and play original animation without simulation
- Type:
(bool)
- property 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.
- Type:
(bool)
- property enable_per_poly_collision: bool¶
[Read-Only] Enable Per Poly Collision: Uses skinned data for collision data.
- Type:
(bool)
- property 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.
- Type:
(bool)
- find_constraint_bone_name(constraint_index) Name ¶
Find Constraint Name from index
- Parameters:
constraint_index (int32) – Index of constraint to look for
- Returns:
Constraint Joint Name
- Return type:
- force_cloth_next_update_teleport() None ¶
Used to indicate we should force ‘teleport’ during the next call to UpdateClothState, This will transform positions and velocities and thus keep the simulation state, just translate it to a new pose.
- force_cloth_next_update_teleport_and_reset() None ¶
Used to indicate we should force ‘teleport and reset’ during the next call to UpdateClothState. This can be used to reset it from a bad state or by a teleport where the old state is not important anymore.
- property 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.
- Type:
(bool)
- get_anim_instance() AnimInstance ¶
Returns the animation instance that is driving the class (if available). This is typically an instance of the class set as AnimBlueprintGeneratedClass (generated by an animation blueprint) Since this instance is transient, it is not safe to be used during construction script
- Return type:
- get_animation_mode() AnimationMode ¶
Get Animation Mode
- Return type:
- get_closest_point_on_physics_asset(world_position) (closest_world_position=Vector, normal=Vector, bone_name=Name, distance=float) or None ¶
Given a world position, find the closest point on the physics asset. Note that this is independent of collision and welding. This is based purely on animation position
- Parameters:
world_position (Vector) – The point we want the closest point to (i.e. for all bodies in the physics asset, find the one that has a point closest to WorldPosition)
- Returns:
true if we found a closest point
closest_world_position (Vector):
normal (Vector):
bone_name (Name):
distance (float):
- Return type:
tuple or None
- get_cloth_max_distance_scale() float ¶
Get/Set the max distance scale of clothing mesh vertices
- Return type:
- get_clothing_simulation_interactor() ClothingSimulationInteractor ¶
Get the current interactor for a clothing simulation, if the current simulation supports runtime interaction.
- Return type:
- get_constraint_by_name(constraint_name, includes_terminated) ConstraintInstanceAccessor ¶
Gets a constraint by its name
- Parameters:
- Return type:
- get_constraints(includes_terminated) Array[ConstraintInstanceAccessor] ¶
Gets all the constraints
- Parameters:
includes_terminated (bool) –
- Returns:
out_constraints (Array[ConstraintInstanceAccessor]): returned list of constraints matching the parameters
- Return type:
- get_constraints_from_body(body_name, parent_constraints, child_constraints, includes_terminated) Array[ConstraintInstanceAccessor] ¶
Gets all the constraints attached to a body
- Parameters:
- Returns:
out_constraints (Array[ConstraintInstanceAccessor]): returned list of constraints matching the parameters
- Return type:
- get_current_joint_angles(bone_name) -> (swing1_angle=float, twist_angle=float, swing2_angle=float)¶
Gets the current Angular state for a named bone constraint
- Parameters:
bone_name (Name) – Name of bone to get constraint ranges for
- Returns:
swing1_angle (float): current angular state of the constraint
twist_angle (float): current angular state of the constraint
swing2_angle (float): current angular state of the constraint
- Return type:
tuple
- get_float_attribute(bone_name, attribute_name, default_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) float or None ¶
Get float type attribute value.
- Parameters:
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
default_value (float) – In case the attribute could not be found
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns:
Whether or not the atttribute was successfully retrieved
out_value (float): Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type:
float or None
- get_float_attribute_ref(bone_name, attribute_name, out_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) float or None ¶
Get float type attribute value.
- Parameters:
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
out_value (float) – (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns:
Whether or not the atttribute was successfully retrieved
out_value (float): (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type:
float or None
- get_integer_attribute(bone_name, attribute_name, default_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) int32 or None ¶
Get integer type attribute value.
- Parameters:
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
default_value (int32) – In case the attribute could not be found
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns:
Whether or not the atttribute was successfully retrieved
out_value (int32): Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type:
int32 or None
- get_integer_attribute_ref(bone_name, attribute_name, out_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) int32 or None ¶
Get integer type attribute value.
- Parameters:
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
out_value (int32) – (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns:
Whether or not the atttribute was successfully retrieved
out_value (int32): (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type:
int32 or None
- get_layer_sub_instance_by_class(class_: Class) AnimInstance ¶
deprecated: ‘get_layer_sub_instance_by_class’ was renamed to ‘get_linked_anim_layer_instance_by_class’.
- get_layer_sub_instance_by_group(group: Name) AnimInstance ¶
deprecated: ‘get_layer_sub_instance_by_group’ was renamed to ‘get_linked_anim_layer_instance_by_group’.
- get_linked_anim_graph_instance_by_tag(tag) AnimInstance ¶
Returns the a tagged linked instance node. If no linked instances are found or none are tagged with the supplied name, this will return NULL.
- Parameters:
tag (Name) –
- Return type:
- get_linked_anim_graph_instances_by_tag(tag) Array[AnimInstance] ¶
Get Linked Anim Graph Instances by Tag deprecated: Tags are unique so this funciton is no longer supported. Please use GetLinkedAnimGraphInstanceByTag instead
- Parameters:
tag (Name) –
- Returns:
out_linked_instances (Array[AnimInstance]):
- Return type:
- get_linked_anim_layer_instance_by_class(class_) AnimInstance ¶
Gets the first layer linked instance corresponding to the specified class
- Parameters:
- Return type:
- get_linked_anim_layer_instance_by_group(group) AnimInstance ¶
Gets the layer linked instance corresponding to the specified group
- Parameters:
group (Name) –
- Return type:
- get_play_rate() float ¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- Return type:
- get_position() float ¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- Return type:
- get_post_process_instance() AnimInstance ¶
Returns the active post process instance is one is available. This is set on the mesh that this component is using, and is evaluated immediately after the main instance.
- Return type:
- get_skeletal_center_of_mass() Vector ¶
Returns the center of mass of the skeletal mesh, instead of the root body’s location
- Return type:
- get_skeletal_mesh_asset() SkeletalMesh ¶
Get the SkeletalMesh rendered for this mesh.
- Return type:
- get_string_attribute(bone_name, attribute_name, default_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) str or None ¶
Get string type attribute value.
- Parameters:
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
default_value (str) – In case the attribute could not be found
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns:
Whether or not the atttribute was successfully retrieved
out_value (str): Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type:
str or None
- get_string_attribute_ref(bone_name, attribute_name, out_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) str or None ¶
Get string type attribute value.
- Parameters:
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
out_value (str) – (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns:
Whether or not the atttribute was successfully retrieved
out_value (str): (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type:
str or None
- get_sub_instance_by_tag(tag: Name) AnimInstance ¶
deprecated: ‘get_sub_instance_by_tag’ was renamed to ‘get_linked_anim_graph_instance_by_tag’.
- get_sub_instances_by_tag(tag: Name) Array[AnimInstance] ¶
deprecated: ‘get_sub_instances_by_tag’ was renamed to ‘get_linked_anim_graph_instances_by_tag’.
- get_transform_attribute(bone_name, attribute_name, default_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) Transform or None ¶
Get FTransform type attribute value.
- Parameters:
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
default_value (Transform) –
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns:
Whether or not the atttribute was successfully retrieved
out_value (Transform): (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type:
Transform or None
- get_transform_attribute_ref(bone_name, attribute_name, out_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) Transform or None ¶
Get FTransform type attribute value.
- Parameters:
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
out_value (Transform) – (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns:
Whether or not the atttribute was successfully retrieved
out_value (Transform): (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type:
Transform or None
- property global_anim_rate_scale: float¶
[Read-Write] Global Anim Rate Scale: Used to scale speed of all animations on this skeletal mesh.
- Type:
(float)
- has_valid_animation_instance() bool ¶
Returns whether there are any valid instances to run, currently this means whether we have have an animation instance or a post process instance available to process.
- Return type:
- property include_component_location_into_bounds: bool¶
[Read-Only] 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)
- Type:
(bool)
- is_body_gravity_enabled(bone_name) bool ¶
Checks whether or not gravity is enabled on the given bone. NAME_None indicates the root body should be queried. If the bone name given is otherwise invalid, false is returned.
- is_clothing_simulation_suspended() bool ¶
Gets whether or not the clothing simulation is currently suspended
- Return type:
- is_playing() bool ¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- Return type:
- k2_set_anim_instance_class(new_class: Class) None ¶
deprecated: ‘k2_set_anim_instance_class’ was renamed to ‘set_anim_class’.
- property 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.
- Type:
- link_anim_class_layers(class_) None ¶
Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. Allocates one linked instance to run each of the groups specified in the class, so state is shared. If a layer is not grouped (ie. NAME_None), then state is not shared and a separate linked instance is allocated for each layer node. If InClass is null, then all layers are reset to their defaults.
- link_anim_graph_by_tag(tag, class_) None ¶
Runs through all nodes, attempting to find linked instance by name/tag, then sets the class of each node if the tag matches
- property 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.
- Type:
(bool)
- property no_skeleton_update: bool¶
[Read-Write] No Skeleton Update: Skips Ticking and Bone Refresh.
- Type:
(bool)
- property on_anim_initialized: OnAnimInitialized¶
[Read-Write] On Anim Initialized: Broadcast when the components anim instance is initialized
- Type:
- property on_constraint_broken: ConstraintBrokenSignature¶
[Read-Write] On Constraint Broken: Notification when constraint is broken.
- Type:
- property on_plastic_deformation: PlasticDeformationEventSignature¶
[Read-Write] On Plastic Deformation: Notification when constraint plasticity drive target changes.
- Type:
- override_animation_data(anim_to_play, is_looping=True, is_playing=True, position=0.000000, play_rate=1.000000) None ¶
This overrides current AnimationData parameter in the SkeletalMeshComponent. This will serialize when the component serialize so it can be used during construction script. However note that this will override current existing data This can be useful if you’d like to make a blueprint with custom default animation per component This sets single player mode, which means you can’t use AnimBlueprint with it
- Parameters:
anim_to_play (AnimationAsset) –
is_looping (bool) –
is_playing (bool) –
position (float) –
play_rate (float) –
- property pause_anims: bool¶
[Read-Write] Pause Anims: pauses this component’s animations (doesn’t tick them, but still refreshes bones)
- Type:
(bool)
- property physics_transform_update_mode: PhysicsTransformUpdateMode¶
[Read-Write] Physics Transform Update Mode: Whether physics simulation updates component transform.
- Type:
- play(looping) None ¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- Parameters:
looping (bool) –
- play_animation(new_anim_to_play, looping) None ¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- Parameters:
new_anim_to_play (AnimationAsset) –
looping (bool) –
- property 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
- Type:
(bool)
- property reset_after_teleport: bool¶
[Read-Write] Reset After Teleport: reset the clothing after moving the clothing position (called teleport)
- Type:
(bool)
- reset_all_bodies_simulate_physics() None ¶
Allows you to reset bodies Simulate state based on where bUsePhysics is set to true in the BodySetup.
- reset_anim_instance_dynamics(teleport_type=TeleportType.RESET_PHYSICS) None ¶
Informs any active anim instances (main instance, linked instances, post instance) that a dynamics reset is required for example if a teleport occurs.
- Parameters:
teleport_type (TeleportType) –
- resume_clothing_simulation() None ¶
Resumes a previously suspended clothing simulation, teleporting the clothing on the next tick
- set_all_bodies_below_linear_velocity(bone_name, linear_velocity, include_self=True) None ¶
set the linear velocity of the child bodies to match that of the given parent bone
- set_all_bodies_below_physics_blend_weight(bone_name, physics_blend_weight, skip_custom_physics_type=False, include_self=True) None ¶
Set all of the bones below passed in bone to be simulated
- set_all_bodies_below_physics_disabled(bone_name, disabled, include_self=True) None ¶
[WARNING: Chaos Only] Set all of the bones below passed in bone to be disabled or not for the associated physics solver Bodies will not be colliding or be part of the physics simulation. This is different from SetAllBodiesBelowSimulatePhysics that changes bodies to Kinematic/simulated
- set_all_bodies_below_simulate_physics(bone_name, new_simulate, include_self=True) None ¶
Set all of the bones below passed in bone to be simulated
- set_all_bodies_physics_blend_weight(physics_blend_weight, skip_custom_physics_type=False) None ¶
Set All Bodies Physics Blend Weight
- set_all_bodies_simulate_physics(new_simulate) None ¶
Set bSimulatePhysics to true for all bone bodies. Does not change the component bSimulatePhysics flag.
- Parameters:
new_simulate (bool) –
- set_all_motors_angular_drive_params(spring, damping, force_limit, skip_custom_physics_type=False) None ¶
Set Angular Drive motors params for all constraint instances
- set_all_motors_angular_position_drive(enable_swing_drive, enable_twist_drive, skip_custom_physics_type=False) None ¶
Enable or Disable AngularPositionDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.
- set_all_motors_angular_velocity_drive(enable_swing_drive, enable_twist_drive, skip_custom_physics_type=False) None ¶
Enable or Disable AngularVelocityDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.
- set_allow_anim_curve_evaluation(allow) None ¶
Set Allow Anim Curve Evaluation
- Parameters:
allow (bool) –
- set_allow_cloth_actors(allow) None ¶
Sets whether cloth assets should be created/simulated in this component. This will update the conditional flag and you will want to call RecreateClothingActors for it to take effect.
- Parameters:
allow (bool) – Whether to allow the creation of cloth assets and simulation.
- set_allow_rigid_body_anim_node(allow, reinit_anim=True) None ¶
Sets whether or not to allow rigid body animation nodes for this component
- set_allowed_anim_curves_evaluation(list, allow) None ¶
resets, and then only allow the following list to be allowed/disallowed
- set_angular_limits(bone_name, swing1_limit_angle, twist_limit_angle, swing2_limit_angle) None ¶
Sets the Angular Motion Ranges for a named constraint
- Parameters:
bone_name (Name) – Name of bone to adjust constraint ranges for
swing1_limit_angle (float) – Size of limit in degrees, 0 means locked, 180 means free
twist_limit_angle (float) – Size of limit in degrees, 0 means locked, 180 means free
swing2_limit_angle (float) – Size of limit in degrees, 0 means locked, 180 means free
- set_anim_class(new_class) None ¶
Set the anim instance class. Clears and re-initializes the anim instance with the new class and sets animation mode to ‘AnimationBlueprint’
- set_anim_instance_class(new_class: Class) None ¶
deprecated: ‘set_anim_instance_class’ was renamed to ‘set_anim_class’.
- set_animation(new_anim_to_play) None ¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- Parameters:
new_anim_to_play (AnimationAsset) –
- set_animation_mode(animation_mode) None ¶
Below are the interface to control animation when animation mode, not blueprint mode *
- Parameters:
animation_mode (AnimationMode) –
- set_body_notify_rigid_body_collision(new_notify_rigid_body_collision, bone_name='None') None ¶
Changes the value of bNotifyRigidBodyCollision for a given body
- set_constraint_profile(joint_name, profile_name, default_if_not_found=False) None ¶
Sets the constraint profile properties (limits, motors, etc…) to match the constraint profile as defined in the physics asset. If profile name is not found the joint is set to use the default constraint profile.
- set_constraint_profile_for_all(profile_name, default_if_not_found=False) None ¶
Sets the constraint profile properties (limits, motors, etc…) to match the constraint profile as defined in the physics asset for all constraints. If profile name is not found the joint is set to use the default constraint profile.
- set_disable_anim_curves(disable_anim_curves) None ¶
Set Disable Anim Curves
- Parameters:
disable_anim_curves (bool) –
- set_enable_body_gravity(enable_gravity, bone_name) None ¶
Enables or disables gravity for the given bone. NAME_None indicates the root body will be edited. If the bone name given is otherwise invalid, nothing happens.
- set_enable_gravity_on_all_bodies_below(enable_gravity, bone_name, include_self=True) None ¶
Enables or disables gravity to all bodies below the given bone. NAME_None indicates all bodies will be edited. In that case, consider using UPrimitiveComponent::EnableGravity.
- set_enable_physics_blending(new_blend_physics) None ¶
Disable physics blending of bones *
- Parameters:
new_blend_physics (bool) –
- set_layer_overlay(class_: Class) None ¶
deprecated: ‘set_layer_overlay’ was renamed to ‘link_anim_class_layers’.
- set_morph_target(morph_target_name, value, remove_zero_weight=True) None ¶
Set Morph Target with Name and Value(0-1)
- set_notify_rigid_body_collision_below(new_notify_rigid_body_collision, bone_name='None', include_self=True) None ¶
Changes the value of bNotifyRigidBodyCollision on all bodies below a given bone
- set_physics_blend_weight(physics_blend_weight) None ¶
This is global set up for setting physics blend weight This does multiple things automatically If PhysicsBlendWeight == 1.f, it will enable Simulation, and if PhysicsBlendWeight == 0.f, it will disable Simulation. Also it will respect each body’s setup, so if the body is fixed, it won’t simulate. Vice versa So if you’d like all bodies to change manually, do not use this function, but SetAllBodiesPhysicsBlendWeight
- Parameters:
physics_blend_weight (float) –
- set_play_rate(rate) None ¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- Parameters:
rate (float) –
- set_position(pos, fire_notifies=True) None ¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- set_skeletal_mesh_asset(new_mesh) None ¶
Set the SkeletalMesh rendered for this mesh.
- Parameters:
new_mesh (SkeletalMesh) –
- set_sub_instance_class_by_tag(tag: Name, class_: Class) None ¶
deprecated: ‘set_sub_instance_class_by_tag’ was renamed to ‘link_anim_graph_by_tag’.
- set_update_animation_in_editor(new_update_state) None ¶
Sets whether or not to force tick component in order to update animation and refresh transform for this component This is supported only in the editor
- Parameters:
new_update_state (bool) –
- set_update_cloth_in_editor(new_update_state) None ¶
Sets whether or not to animate cloth in the editor. Requires Update Animation In Editor to also be true. This is supported only in the editor
- Parameters:
new_update_state (bool) –
- property skeletal_mesh_asset: SkeletalMesh¶
[Read-Write] Skeletal Mesh Asset
- Type:
- property 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.
- Type:
(bool)
- property 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.
- Type:
(bool)
- snapshot_pose(snapshot) PoseSnapshot ¶
Takes a snapshot of this skeletal mesh component’s pose and saves it to the specified snapshot. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose
- Parameters:
snapshot (PoseSnapshot) –
- Returns:
snapshot (PoseSnapshot):
- Return type:
- stop() None ¶
Animation play functions * * These changes status of animation instance, which is transient data, which means it won’t serialize with this component * Because of that reason, it is not safe to be used during construction script * Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized
- suspend_clothing_simulation() None ¶
Stops simulating clothing, but does not show clothing ref pose. Keeps the last known simulation state
- property 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().
- Type:
(float)
- property 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.
- Type:
(float)
- term_bodies_below(parent_bone_name) None ¶
Terminate physics on all bodies below the named bone, effectively disabling collision forever. If you terminate, you won’t be able to re-init later.
- Parameters:
parent_bone_name (Name) –
- toggle_disable_post_process_blueprint() None ¶
Toggles whether the post process blueprint will run for this component
- unbind_cloth_from_leader_pose_component(restore_simulation_space=True) None ¶
If this component has a valid LeaderPoseComponent and has previously had its cloth bound to the MCP, this function will unbind the cloth and resume simulation.
- Parameters:
restore_simulation_space (bool) – if true and the leader pose cloth was originally simulating in world space, we will restore this setting. This will cause the leader component to reset which may be undesirable.
- unbind_cloth_from_master_pose_component(restore_simulation_space: bool = True) None ¶
deprecated: ‘unbind_cloth_from_master_pose_component’ was renamed to ‘unbind_cloth_from_leader_pose_component’.
- unlink_anim_class_layers(class_) None ¶
Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. State sharing rules are as with SetLayerOverlay. If InClass is null, does nothing.
- property 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.
- Type:
(bool)
- property 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
- Type:
(bool)
- property 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.
- Type:
(bool)