Navigation
API > API/Runtime > API/Runtime/Engine
Skinned mesh component that supports bone skinned mesh rendering. This class does not support animation.
| Name | USkinnedMeshComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h |
| Include Path | #include "Components/SkinnedMeshComponent.h" |
Syntax
UCLASS (HideCategories=Object, Config=Engine, EditInlineNew, Abstract, MinimalAPI)
class USkinnedMeshComponent :
public UMeshComponent ,
public ILODSyncInterface ,
public IClothSimulationDataProvider
Inheritance Hierarchy
- FRenderAssetOwnerStreamingState → UPrimitiveComponent → UMeshComponent → USkinnedMeshComponent
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → USkinnedMeshComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsBodyInstanceOwner
- IPhysicsBodyInstanceOwnerResolver
- IPhysicsComponent
- IClothSimulationDataProvider
- ILODSyncInterface
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkinnedMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Components/SkinnedMeshComponent.h | ||
USkinnedMeshComponent
(
FVTableHelper& Helper |
Components/SkinnedMeshComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~USkinnedMeshComponent() |
Components/SkinnedMeshComponent.h |
Classes
| Name | Remarks |
|---|---|
| FRenderStateLockScope |
Structs
| Name | Remarks |
|---|---|
| FMissingLeaderBoneCacheEntry | Cached relative transform for follower bones that are missing in the leader |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveMorphTargets | FMorphTargetWeightMap | Array indicating all active morph targets. | Components/SkinnedMeshComponent.h | |
| AnimUpdateRateParams | FAnimUpdateRateParameters * | Animation Update Rate optimization parameters. | Components/SkinnedMeshComponent.h | |
| bCanHighlightSelectedSections | uint8 | Whether or not we can highlight selected sections - this should really only be done in the editor | Components/SkinnedMeshComponent.h |
|
| bCastCapsuleDirectShadow | uint8 | Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for direct shadowing from lights. | Components/SkinnedMeshComponent.h |
|
| bCastCapsuleIndirectShadow | uint8 | Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight). | Components/SkinnedMeshComponent.h |
|
| bComponentUseFixedSkelBounds | uint8 | Misc. | Components/SkinnedMeshComponent.h |
|
| bConsiderAllBodiesForBounds | uint8 | If true, when updating bounds from a PhysicsAsset, consider all BodySetups, not just those flagged with bConsiderForBounds. | Components/SkinnedMeshComponent.h |
|
| bCPUSkinning | uint8 | Whether or not to CPU skin this component, requires render data refresh after changing | Components/SkinnedMeshComponent.h |
|
| bDisableMorphTarget | uint8 | Disable Morphtarget for this component. | Components/SkinnedMeshComponent.h |
|
| bDisallowNanite | uint8 | Forces this component to use fallback (non-Nanite) rendering even if the asset has Nanite resources. | Components/SkinnedMeshComponent.h |
|
| bDisplayBones | uint8 | Draw the skeleton hierarchy for this skel mesh. | Components/SkinnedMeshComponent.h |
|
| bDisplayDebugUpdateRateOptimizations | uint8 | Enable on screen debugging of update rate optimization. | Components/SkinnedMeshComponent.h |
|
| bEnableUpdateRateOptimizations | uint8 | Update Rate. | Components/SkinnedMeshComponent.h |
|
| bEvaluateWorldPositionOffset | uint8 | Whether to evaluate World Position Offset. | Components/SkinnedMeshComponent.h |
|
| bForceDisableNanite | uint8 | Forces this component to use fallback mesh for rendering if Nanite is enabled on the mesh (run-time override). | Components/SkinnedMeshComponent.h | |
| bForceWireframe | uint8 | Forces the mesh to draw in wireframe mode. | Components/SkinnedMeshComponent.h | |
| bHideSkin | uint8 | Don't bother rendering the skin. | Components/SkinnedMeshComponent.h | |
| bIgnoreLeaderPoseComponentLOD | uint8 | Flag that when set will ensure UpdateLODStatus will not take the LeaderPoseComponent's current LOD in consideration when determining the correct LOD level (this requires LeaderPoseComponent's LOD to always be >= determined LOD otherwise bone transforms could be missing | Components/SkinnedMeshComponent.h |
|
| bIgnoreMasterPoseComponentLOD | uint8 | Components/SkinnedMeshComponent.h | ||
| bIncludeComponentLocationIntoBounds | uint8 | If true, the Location of this Component will be included into its bounds calculation (this can be useful when using SMU_OnlyTickPoseWhenRendered on a character that moves away from the root and no bones are left near the origin of the component) | Components/SkinnedMeshComponent.h |
|
| bOverrideMinLod | uint8 | Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the mesh | Components/SkinnedMeshComponent.h |
|
| bPerBoneMotionBlur | uint8 | If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance). | Components/SkinnedMeshComponent.h |
|
| bRecentlyRendered | uint8 | True if mesh has been recently rendered, false otherwise | Components/SkinnedMeshComponent.h |
|
| bRenderStatic | uint8 | If true, render as static in reference pose. | Components/SkinnedMeshComponent.h |
|
| bSkinWeightProfileOnRenderThread | uint8 | Do skin weight profile management on render thread exclusively | Components/SkinnedMeshComponent.h |
|
| bSortTriangles | uint8 | Enable dynamic sort mesh's triangles to remove ordering issue when rendered with a translucent material | Components/SkinnedMeshComponent.h |
|
| bSyncAttachParentLOD | uint8 | If true, this component uses its parents LOD when attached if available ForcedLOD can override this change. | Components/SkinnedMeshComponent.h |
|
| bUseBoundsFromLeaderPoseComponent | uint8 | When true, we will just using the bounds from our LeaderPoseComponent. | Components/SkinnedMeshComponent.h |
|
| bUseBoundsFromMasterPoseComponent | uint8 | Components/SkinnedMeshComponent.h | ||
| bUseScreenRenderStateForUpdate | uint8 | If set, use the screen render flag instead of the default render flag when processing offscreen-rendering optimizations (such as VisibilityBasedAnimTickOption) that look to reduce animation work when the mesh is not rendered. | Components/SkinnedMeshComponent.h |
|
| CapsuleIndirectShadowMinVisibility | float | Controls how dark the capsule indirect shadow can be. | Components/SkinnedMeshComponent.h |
|
| DebugDrawColor | TOptional< FLinearColor > | Debug draw color | Components/SkinnedMeshComponent.h | |
| ExternalMorphSets | TArray< FExternalMorphSets > | External GPU based morph target buffers, for each LOD. | Components/SkinnedMeshComponent.h | |
| ExternalMorphWeightData | TArray< FExternalMorphWeightData > | The external morph target set weight data, for each LOD. | Components/SkinnedMeshComponent.h | |
| ForcedLodModel | int32 | Level of detail. If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1). | Components/SkinnedMeshComponent.h |
|
| LeaderPoseComponent | TWeakObjectPtr< USkinnedMeshComponent > | LeaderPoseComponent. | Components/SkinnedMeshComponent.h |
|
| LODInfo | TArray< struct FSkelMeshComponentLODInfo > | LOD array info. Each index will correspond to the LOD index | Components/SkinnedMeshComponent.h |
|
| MasterPoseComponent | TWeakObjectPtr< USkinnedMeshComponent > | Components/SkinnedMeshComponent.h | ||
| MaxDistanceFactor | float | High (best) DistanceFactor that was desired for rendering this USkeletalMesh last frame. | Components/SkinnedMeshComponent.h | |
| MeshComponentUpdateFlag | uint8 & | Components/SkinnedMeshComponent.h | ||
| MeshObject | FSkeletalMeshObject * | Object responsible for sending bone transforms, morph target state etc. to render thread. | Components/SkinnedMeshComponent.h | |
| MeshObjectFactory | FSkeletalMeshObject *(* | Supports user-defined FSkeletalMeshObjects | Components/SkinnedMeshComponent.h | |
| MeshObjectFactoryUserData | void * | Passed into MeshObjectFactory | Components/SkinnedMeshComponent.h | |
| MinLodModel | int32 | This is the min LOD that this component will use. | Components/SkinnedMeshComponent.h |
|
| MorphTargetWeights | TArray< float > | Array of weights for all morph targets. | Components/SkinnedMeshComponent.h | |
| NanitePixelProgrammableDistance | float | Used to forcefully disable pixel programmable rasterization of Nanite when the mesh is further than a given distance from the camera. | Components/SkinnedMeshComponent.h |
|
| OnAnimUpdateRateParamsCreated | FOnAnimUpdateRateParamsCreated | Animation update rate control. | Components/SkinnedMeshComponent.h | |
| OnTickPose | FOnTickPose | Invoked at the beginning of TickPose before doing the bulk of the tick work | Components/SkinnedMeshComponent.h | |
| PhysicsAssetOverride | TObjectPtr< class UPhysicsAsset > | Physics. PhysicsAsset is set in SkeletalMesh by default, but you can override with this value | Components/SkinnedMeshComponent.h |
|
| PredictedLODLevel | int32 | Best LOD that was 'predicted' by UpdateSkelPose. | Components/SkinnedMeshComponent.h | |
| PreviousMeshObject | FSkeletalMeshObject * | Previous copy of MeshObject set during recreate of the render state | Components/SkinnedMeshComponent.h | |
| SkeletalMesh | TObjectPtr< class USkeletalMesh > | The skeletal mesh used by this component. | Components/SkinnedMeshComponent.h |
|
| SkinCacheUsage | TArray< ESkinCacheUsage > | How this Component's LOD uses the skin cache feature. | Components/SkinnedMeshComponent.h |
|
| StreamingDistanceMultiplier | float | Allows adjusting the desired streaming distance of streaming textures that uses UV 0. | Components/SkinnedMeshComponent.h |
|
| VisibilityBasedAnimTickOption | EVisibilityBasedAnimTickOption | This is tick animation frequency option based on this component rendered or not or using montage You can change this default value in the INI file Mostly related with performance | Components/SkinnedMeshComponent.h |
|
| WorldPositionOffsetDisableDistance | int32 | Distance at which to disable World Position Offset for an entire instance (0 = Never disable WPO). | Components/SkinnedMeshComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDrawDebugSkeleton | uint8 | Whether to draw this mesh's debug skeleton (regardless of showflags) | Components/SkinnedMeshComponent.h | |
| bForceMeshObjectUpdate | uint8 | If true, UpdateTransform will always result in a call to MeshObject->Update. | Components/SkinnedMeshComponent.h |
|
| BoneTransformUpdateMethodQueue | TArray< EBoneTransformUpdateMethod > | Components/SkinnedMeshComponent.h | ||
| ComponentSpaceTransformsArray | TArray< FTransform > | Temporary array of of component-space bone matrices, update each frame and used for rendering the mesh. | Components/SkinnedMeshComponent.h | |
| ForceStreamedLodModel | int32 | Forces the specified LOD to stream in when LOD streaming is enabled. | Components/SkinnedMeshComponent.h | |
| KnownSkinnedAsset | USkinnedAsset * | Used to track down when SkinnedAsset has been modified for notification purpose | Components/SkinnedMeshComponent.h | |
| MaterialIndexPreview | int32 | Index of the material to preview... If set to -1, all section will be rendered | Components/SkinnedMeshComponent.h | |
| SectionIndexPreview | int32 | Index of the section to preview... If set to -1, all section will be rendered | Components/SkinnedMeshComponent.h | |
| SelectedEditorMaterial | int32 | The Material currently selected. need to remember this index for reimporting cloth | Components/SkinnedMeshComponent.h | |
| SelectedEditorSection | int32 | The section currently selected in the Editor. Used for highlighting | Components/SkinnedMeshComponent.h | |
| SkinnedAsset | TObjectPtr< class USkinnedAsset > | The skinned asset used by this component. | Components/SkinnedMeshComponent.h |
|
| ValidMeshPoseTransforms | TBitArray | Mesh Pose (sized to our skinned asset's ref skeleton) bit array of valid bone indices. | Components/SkinnedMeshComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddExternalMorphSet
(
int32 LOD, |
Register an external set of GPU compressed morph targets. | Components/SkinnedMeshComponent.h | |
| Components/SkinnedMeshComponent.h | |||
void AllowDuplicateTransformUpdates
(
bool bAllow |
Toggles whether this skinned mesh component can issue duplicate transform updates | Components/SkinnedMeshComponent.h | |
| Tests if BoneName is child of ParentBoneName. | Components/SkinnedMeshComponent.h |
|
|
void CacheRefToLocalMatrices
(
TArray< FMatrix44f >& OutRefToLocal |
Caches the RefToLocal matrices. | Components/SkinnedMeshComponent.h | |
void ClearAllSkinWeightProfiles () |
Clear the skin Weight Profile from all layers on this component. | Components/SkinnedMeshComponent.h |
|
void ClearExternalMorphSets
(
int32 LOD |
Clear all externally registered morph target buffers. | Components/SkinnedMeshComponent.h | |
void ClearMotionVector() |
This update renderer with new revision number twice so to clear bone velocity for motion blur or temporal AA | Components/SkinnedMeshComponent.h | |
void ClearSkinWeightOverride
(
int32 LODIndex |
Clear any applied skin weight override | Components/SkinnedMeshComponent.h |
|
void ClearSkinWeightProfile
(
ESkinWeightProfileLayer InLayer |
Clear the skin weight profile from the given layer on this component, in case it is set. | Components/SkinnedMeshComponent.h |
|
void ClearVertexColorOverride
(
int32 LODIndex |
Clear any applied vertex color override | Components/SkinnedMeshComponent.h |
|
int32 ComputeMinLOD() |
Compute SkeletalMesh MinLOD that will be used by this component | Components/SkinnedMeshComponent.h | |
void EnableExternalEvaluationRateLimiting
(
bool bInEnable |
Manually enable/disable animation evaluation rate limiting | Components/SkinnedMeshComponent.h | |
void EnableExternalInterpolation
(
bool bInEnable |
Enable non-URO-based interpolation | Components/SkinnedMeshComponent.h | |
void EnableExternalTickRateControl
(
bool bInEnable |
Set whether we have our tick rate externally controlled non-URO-based interpolation | Components/SkinnedMeshComponent.h | |
void EnableExternalUpdate
(
bool bInEnable |
Set us to tick this frame for non-URO-based interpolation | Components/SkinnedMeshComponent.h | |
bool EvaluateWorldPositionOffset() |
Components/SkinnedMeshComponent.h | ||
FName FindClosestBone
(
FVector TestLocation, |
Finds the closest bone to the given location | Components/SkinnedMeshComponent.h | |
FName FindClosestBone_K2
(
FVector TestLocation, |
Finds the closest bone to the given location | Components/SkinnedMeshComponent.h |
|
void ForceMotionVector() |
Forcibly update the renderer with a new revision number to assign the current bone velocity for motion blur or temporal AA | Components/SkinnedMeshComponent.h | |
bool GetAlwaysUseMeshDeformer() |
Returns whether the component is set to always use a mesh deformer if one can be found in the project settings | Components/SkinnedMeshComponent.h |
|
const USkinnedMeshComponent * GetBaseComponent() |
Components/SkinnedMeshComponent.h | ||
FVector GetBoneAxis
(
FName BoneName, |
Finds a vector pointing along the given axis of the given bone | Components/SkinnedMeshComponent.h | |
int32 GetBoneIndex
(
FName BoneName |
Find the index of bone by name. | Components/SkinnedMeshComponent.h |
|
FVector GetBoneLocation
(
FName BoneName, |
Get Bone Location | Components/SkinnedMeshComponent.h | |
FMatrix GetBoneMatrix
(
int32 BoneIndex |
Get Bone Matrix from index | Components/SkinnedMeshComponent.h | |
FName GetBoneName
(
int32 BoneIndex |
Get Bone Name from index | Components/SkinnedMeshComponent.h |
|
| Fills the given array with the names of all the bones in this component's current SkeletalMesh | Components/SkinnedMeshComponent.h | ||
FQuat GetBoneQuaternion
(
FName BoneName, |
Get Bone Rotation in Quaternion | Components/SkinnedMeshComponent.h | |
FTransform GetBoneTransform
(
int32 BoneIndex, |
Get world space bone transform from bone index, also specifying the component transform to use | Components/SkinnedMeshComponent.h | |
FTransform GetBoneTransform
(
FName InBoneName, |
Get world-space bone transform. | Components/SkinnedMeshComponent.h |
|
FTransform GetBoneTransform
(
int32 BoneIndex |
Get Bone Transform from index | Components/SkinnedMeshComponent.h | |
uint32 GetBoneTransformRevisionNumber() |
Components/SkinnedMeshComponent.h | ||
const TArray< uint8 > & GetBoneVisibilityStates() |
Access BoneVisibilityStates for reading | Components/SkinnedMeshComponent.h | |
FBoxSphereBounds GetCachedLocalBounds() |
Components/SkinnedMeshComponent.h | ||
TObjectPtr< UMeshDeformer > GetComponentMeshDeformer() |
Components/SkinnedMeshComponent.h | ||
const TArray< FTransform > & GetComponentSpaceTransforms() |
Access ComponentSpaceTransforms for reading | Components/SkinnedMeshComponent.h | |
void GetCPUSkinnedCachedFinalVertices
(
TArray< FFinalSkinVertex >& OutVertices |
Components/SkinnedMeshComponent.h | ||
void GetCPUSkinnedVertices
(
TArray< struct FFinalSkinVertex >& OutVertices, |
Get CPU skinned vertices for the specified LOD level. | Components/SkinnedMeshComponent.h | |
bool GetCPUSkinningEnabled() |
Getter for bCPUSkinning member variable May return a different value from ShouldCPUSkin() | Components/SkinnedMeshComponent.h | |
uint32 GetCurrentBoneTransformFrame() |
Components/SkinnedMeshComponent.h | ||
| Return the skinning matrices used for rendering. | Components/SkinnedMeshComponent.h | ||
| Return the names of the skin weight profiles for all the layers | Components/SkinnedMeshComponent.h |
|
|
FName GetCurrentSkinWeightProfileName
(
ESkinWeightProfileLayer InLayer |
Return the name of the skin weight profile that is currently set on the given layer, otherwise returns 'None' | Components/SkinnedMeshComponent.h |
|
const TOptional< FLinearColor > & GetDebugDrawColor() |
Get debug draw color | Components/SkinnedMeshComponent.h | |
FTransform GetDeltaTransformFromRefPose
(
FName BoneName, |
Get delta transform from reference pose based on BaseNode. | Components/SkinnedMeshComponent.h |
|
const TArray< uint8 > & GetEditableBoneVisibilityStates () |
Components/SkinnedMeshComponent.h | ||
TArray< uint8 > & GetEditableBoneVisibilityStates () |
Get Access to the current editable bone visibility states | Components/SkinnedMeshComponent.h | |
const TArray< FTransform > & GetEditableComponentSpaceTransforms () |
Components/SkinnedMeshComponent.h | ||
TArray< FTransform > & GetEditableComponentSpaceTransforms () |
Get Access to the current editable space bases | Components/SkinnedMeshComponent.h | |
FExternalMorphSets & GetExternalMorphSets
(
int32 LOD |
Components/SkinnedMeshComponent.h | ||
const FExternalMorphSets & GetExternalMorphSets
(
int32 LOD |
Get the external morph sets for a given LOD. | Components/SkinnedMeshComponent.h | |
const TArray< FExternalMorphSets > & GetExternalMorphSetsArray() |
Get the array of external morph target sets. It is an array, one entry for each LOD. | Components/SkinnedMeshComponent.h | |
FExternalMorphWeightData & GetExternalMorphWeights
(
int32 LOD |
Get the weights for a given external morph target set at a specific LOD. | Components/SkinnedMeshComponent.h | |
const FExternalMorphWeightData & GetExternalMorphWeights
(
int32 LOD |
Get the weights in read-only mode for a given external morph target set at a specific LOD. | Components/SkinnedMeshComponent.h | |
uint8 GetExternalTickRate() |
Get the external tick rate | Components/SkinnedMeshComponent.h | |
const TArray< TWeakObjectPtr< USkinnedMeshComponent > > & GetFollowerPoseComponents() |
Return current active list of follower components | Components/SkinnedMeshComponent.h | |
int32 GetForcedLOD () |
Get ForcedLodModel of the mesh component. | Components/SkinnedMeshComponent.h |
|
bool GetForceUpdateDynamicDataImmediately() |
Components/SkinnedMeshComponent.h | ||
const TArray< int32 > & GetLeaderBoneMap() |
Components/SkinnedMeshComponent.h | ||
const TArray< int32 > & GetMasterBoneMap() |
Components/SkinnedMeshComponent.h | ||
int32 GetMaterialPreview() |
Return value of MaterialIndexPreview | Components/SkinnedMeshComponent.h | |
UMeshDeformerInstance * GetMeshDeformerInstance() |
Components/SkinnedMeshComponent.h |
|
|
UMeshDeformerInstance * GetMeshDeformerInstanceForLOD
(
int32 LODIndex |
Gets the MeshDeformer for the given LOD. | Components/SkinnedMeshComponent.h | |
const FMeshDeformerInstanceSet & GetMeshDeformerInstances() |
Components/SkinnedMeshComponent.h | ||
UMeshDeformerInstanceSettings * GetMeshDeformerInstanceSettings() |
Returns the MeshDeformerInstanceSettings pointer. (can be nullptr) | Components/SkinnedMeshComponent.h | |
const FSkeletalMeshObject * GetMeshObject() |
Retrieve the mesh object currently assigned to this component | Components/SkinnedMeshComponent.h | |
TArray< int32 > & GetMutableLeaderBoneMap() |
Components/SkinnedMeshComponent.h | ||
int32 GetNumBones() |
Returns the number of bones in the skeleton. | Components/SkinnedMeshComponent.h |
|
int32 GetNumComponentSpaceTransforms() |
Get current number of component space transorms | Components/SkinnedMeshComponent.h | |
int32 GetNumLODs() |
Get the number of LODs on this component | Components/SkinnedMeshComponent.h |
|
| Get Parent Bone of the input bone | Components/SkinnedMeshComponent.h |
|
|
UPhysicsAsset * GetPhysicsAsset() |
Return PhysicsAsset for this SkeletalMeshComponent It will return SkeletalMesh's PhysicsAsset unless PhysicsAssetOverride is set for this component | Components/SkinnedMeshComponent.h | |
int32 GetPredictedLODLevel () |
Get predicted LOD level. | Components/SkinnedMeshComponent.h |
|
void GetPreSkinnedLocalBounds
(
FBoxSphereBounds& OutBounds |
Get the pre-skinning local space bounds for this component. | Components/SkinnedMeshComponent.h | |
uint32 GetPreviousBoneTransformRevisionNumber() |
Components/SkinnedMeshComponent.h | ||
const TArray< uint8 > & GetPreviousBoneVisibilityStates() |
Const getters for previous transform idea | Components/SkinnedMeshComponent.h | |
const TArray< FTransform > & GetPreviousComponentTransformsArray() |
Components/SkinnedMeshComponent.h | ||
FVector GetRefPosePosition
(
int32 BoneIndex |
Gets the local-space position of a bone in the reference pose. | Components/SkinnedMeshComponent.h |
|
FTransform GetRefPoseTransform
(
int32 BoneIndex |
Gets the local-space transform of a bone in the reference pose. | Components/SkinnedMeshComponent.h |
|
int32 GetSectionPreview() |
Return value of SectionIndexPreview | Components/SkinnedMeshComponent.h | |
int32 GetSelectedEditorMaterial() |
Return value of SelectedEditorMaterial | Components/SkinnedMeshComponent.h | |
int32 GetSelectedEditorSection() |
Return value of SelectedEditorSection | Components/SkinnedMeshComponent.h | |
FSkeletalMeshRenderData * GetSkeletalMeshRenderData() |
Gets the skeletal mesh resource used for rendering the component. | Components/SkinnedMeshComponent.h | |
USkinnedAsset * GetSkinnedAsset() |
Get the SkinnedAsset rendered for this mesh. | Components/SkinnedMeshComponent.h |
|
| Components/SkinnedMeshComponent.h | |||
| Components/SkinnedMeshComponent.h | |||
FSkinWeightVertexBuffer * GetSkinWeightBuffer
(
int32 LODIndex |
Returns skin weight vertex buffer to use for specific LOD (will look at override) | Components/SkinnedMeshComponent.h | |
const TArray< TWeakObjectPtr< USkinnedMeshComponent > > & GetSlavePoseComponents() |
Components/SkinnedMeshComponent.h | ||
FName GetSocketBoneName
(
FName InSocketName |
Returns bone name linked to a given named socket on the skeletal mesh component. | Components/SkinnedMeshComponent.h |
|
USkeletalMeshSocket const * GetSocketByName
(
FName InSocketName |
Components/SkinnedMeshComponent.h | ||
USkeletalMeshSocket const * GetSocketInfoByName
(
FName InSocketName, |
Components/SkinnedMeshComponent.h | ||
bool GetTwistAndSwingAngleOfDeltaRotationFromRefPose
(
FName BoneName, |
Get Twist and Swing Angle in Degree of Delta Rotation from Reference Pose in Local space | Components/SkinnedMeshComponent.h |
|
const TBitArray & GetValidMeshPoseTransforms() |
Components/SkinnedMeshComponent.h | ||
int32 GetValidMinLOD
(
const int32 InMinLODIndex |
Validate the min LOD value of the mesh component by iterating over render data to make sure we get something usable. | Components/SkinnedMeshComponent.h | |
FColor GetVertexColor
(
int32 VertexIndex |
Returns color of the vertex. | Components/SkinnedMeshComponent.h | |
FVector2D GetVertexUV
(
int32 VertexIndex, |
Returns texture coordinates of the vertex. | Components/SkinnedMeshComponent.h | |
int32 GetWorldPositionOffsetDisableDistance() |
Components/SkinnedMeshComponent.h | ||
bool HasAnyAttachedSockets() |
Components/SkinnedMeshComponent.h | ||
bool HasExternalMorphSet
(
int32 LOD, |
Do we have a given set of external morph targets? | Components/SkinnedMeshComponent.h | |
bool HasMeshDeformer () |
Components/SkinnedMeshComponent.h | ||
bool HasMeshDeformer
(
int32 LodIdx |
Components/SkinnedMeshComponent.h | ||
void HideBoneByName
(
FName BoneName, |
Hides the specified bone with name. | Components/SkinnedMeshComponent.h |
|
void InitLODInfos() |
Initialize the LOD entries for the component | Components/SkinnedMeshComponent.h | |
void InvalidateCachedBounds() |
Invalidate Cached Bounds, when Mesh Component has been updated. | Components/SkinnedMeshComponent.h | |
bool IsBoneHidden
(
int32 BoneIndex |
Determines if the specified bone is hidden. | Components/SkinnedMeshComponent.h | |
bool IsBoneHiddenByName
(
FName BoneName |
Determines if the specified bone is hidden. | Components/SkinnedMeshComponent.h |
|
bool IsDisallowNanite() |
Components/SkinnedMeshComponent.h | ||
bool IsForceDisableNanite() |
Components/SkinnedMeshComponent.h | ||
bool IsMaterialSectionShown
(
int32 MaterialID, |
Returns whether a specific material section is currently hidden on this component (by using ShowMaterialSection) | Components/SkinnedMeshComponent.h |
|
bool IsSkinCacheAllowed
(
int32 LodIdx, |
Components/SkinnedMeshComponent.h | ||
bool IsSkinCacheAllowed
(
int32 LodIdx |
Components/SkinnedMeshComponent.h | ||
bool IsSkinWeightProfileManagementOnRenderThread() |
Components/SkinnedMeshComponent.h | ||
bool IsSkinWeightProfilePending() |
Check whether a skin weight profile is currently pending load / create | Components/SkinnedMeshComponent.h | |
bool IsUsingExternalInterpolation() |
Check whether we should be interpolating due to external settings | Components/SkinnedMeshComponent.h | |
bool IsUsingExternalTickRateControl() |
Check whether we we have our tick rate externally controlled | Components/SkinnedMeshComponent.h | |
bool IsUsingSkinWeightProfile() |
Check whether a skin weight profile is currently set on any layer. | Components/SkinnedMeshComponent.h |
|
bool IsValidExternalMorphSetLODIndex
(
int32 LOD |
Check whether a given LOD index is valid for the external morph sets. | Components/SkinnedMeshComponent.h | |
void OverrideMinLOD
(
int32 InNewMinLOD |
Override the Min LOD of the mesh component | Components/SkinnedMeshComponent.h |
|
void RebuildVisibilityArray() |
Rebuild BoneVisibilityStates array. Mostly refresh information of bones for BVS_HiddenByParent | Components/SkinnedMeshComponent.h | |
void RefreshExternalMorphTargetWeights
(
bool bZeroOldWeights |
Refresh the external morph target weight buffers. | Components/SkinnedMeshComponent.h | |
void RefreshFollowerComponents () |
Refresh Follower Components if exists | Components/SkinnedMeshComponent.h | |
void RefreshSlaveComponents() |
Components/SkinnedMeshComponent.h | ||
void ReleaseResources() |
Release any rendering resources owned by this component | Components/SkinnedMeshComponent.h | |
void RemoveAllSocketOverrides() |
Components/SkinnedMeshComponent.h | ||
void RemoveExternalMorphSet
(
int32 LOD, |
Remove a given set of external GPU based morph targets. | Components/SkinnedMeshComponent.h | |
void RemoveSocketOverrides
(
FName SourceSocketName |
Components/SkinnedMeshComponent.h | ||
bool RequestReadbackRenderGeometry
(
TUniquePtr< FMeshDeformerGeometryReadbackRequest > InRequest |
Readback the render geometry async, a FMeshDescription will be generated on a background thread for additional operation Note: currently it only supports mesh deformed by a MeshDeformer | Components/SkinnedMeshComponent.h | |
void ResizeExternalMorphTargetSets() |
Resize the morph target sets array to the number of LODs. | Components/SkinnedMeshComponent.h | |
void SetAlwaysUseMeshDeformer
(
bool bShouldAlwaysUseMeshDeformer |
Always use a MeshDeformer as long as one can be found in the project settings | Components/SkinnedMeshComponent.h |
|
void SetCapsuleIndirectShadowMinVisibility
(
float NewValue |
Components/SkinnedMeshComponent.h |
|
|
void SetCastCapsuleDirectShadow
(
bool bNewValue |
Components/SkinnedMeshComponent.h |
|
|
void SetCastCapsuleIndirectShadow
(
bool bNewValue |
Components/SkinnedMeshComponent.h |
|
|
void SetComponentSpaceTransformsDoubleBuffering
(
bool bInDoubleBufferedComponentSpaceTransforms |
Components/SkinnedMeshComponent.h | ||
void SetCPUSkinningEnabled
(
bool bEnable, |
Set whether this component uses CPU skinning Notes: | Components/SkinnedMeshComponent.h | |
void SetDebugDrawColor
(
const FLinearColor& InColor |
Set debug draw color | Components/SkinnedMeshComponent.h | |
void SetDrawDebugSkeleton
(
bool bInDraw |
Set whether to draw this mesh's debug skeleton | Components/SkinnedMeshComponent.h | |
void SetEvaluateWorldPositionOffset
(
bool bNewValue |
Set whether World Position Offset is evaluated for this component. | Components/SkinnedMeshComponent.h |
|
void SetExternalDeltaTime
(
float InDeltaTime |
Set non-URO-based delta time | Components/SkinnedMeshComponent.h | |
void SetExternalInterpolationAlpha
(
float InAlpha |
Set non-URO-based interpolation alpha | Components/SkinnedMeshComponent.h | |
void SetExternalTickRate
(
uint8 InTickRate |
Set the external tick rate | Components/SkinnedMeshComponent.h | |
void SetForceDisableNanite
(
bool bInForceDisableNanite |
Force disable Nanite for this component at runtime. | Components/SkinnedMeshComponent.h |
|
void SetForcedLOD
(
int32 InNewForcedLOD |
Set ForcedLodModel of the mesh component | Components/SkinnedMeshComponent.h |
|
void SetForceUpdateDynamicDataImmediately
(
bool bForceUpdateImmediately |
Components/SkinnedMeshComponent.h | ||
void SetForceWireframe
(
bool InForceWireframe |
Sets the value of the bForceWireframe flag and reattaches the component as necessary. | Components/SkinnedMeshComponent.h | |
void SetLeaderPoseComponent
(
USkinnedMeshComponent* NewLeaderBoneComponent, |
Set LeaderPoseComponent for this component | Components/SkinnedMeshComponent.h |
|
void SetMasterPoseComponent
(
USkinnedMeshComponent* NewMasterBoneComponent, |
Components/SkinnedMeshComponent.h | ||
void SetMaterialPreview
(
int32 InMaterialIndexPreview |
Sets the value of the MaterialIndexPreview option. | Components/SkinnedMeshComponent.h | |
void SetMeshDeformer
(
UMeshDeformer* InMeshDeformer |
Change the MeshDeformer that is used for this Component. | Components/SkinnedMeshComponent.h |
|
void SetMinLOD
(
int32 InNewMinLOD |
Set MinLodModel of the mesh component | Components/SkinnedMeshComponent.h |
|
void SetRenderStatic
(
bool bNewValue |
Set whether this skinned mesh should be rendered as static mesh in a reference pose | Components/SkinnedMeshComponent.h |
|
void SetSectionPreview
(
int32 InSectionIndexPreview |
Sets the value of the SectionIndexPreview option. | Components/SkinnedMeshComponent.h | |
void SetSelectedEditorMaterial
(
int32 NewSelectedEditorMaterial |
Sets the value of the SelectedEditorMaterial option. | Components/SkinnedMeshComponent.h | |
void SetSelectedEditorSection
(
int32 NewSelectedEditorSection |
Sets the value of the SelectedEditorSection option. | Components/SkinnedMeshComponent.h | |
void SetSkinnedAsset
(
USkinnedAsset* InSkinnedAsset |
Change the SkinnedAsset that is rendered without reinitializing this Component. | Components/SkinnedMeshComponent.h | |
void SetSkinWeightOverride
(
int32 LODIndex, |
Allow override of skin weights on a per-component basis. | Components/SkinnedMeshComponent.h |
|
bool SetSkinWeightProfile
(
FName InProfileName, |
Set up an override skin weight profile for this component on the given layer. | Components/SkinnedMeshComponent.h |
|
| Allow override of vertex colors on a per-component basis. | Components/SkinnedMeshComponent.h | ||
void SetVertexColorOverride_LinearColor
(
int32 LODIndex, |
Allow override of vertex colors on a per-component basis, taking array of Blueprint-friendly LinearColors. | Components/SkinnedMeshComponent.h |
|
void SetWorldPositionOffsetDisableDistance
(
int32 NewValue |
Set the distance beyond which World Position Offset is suppressed for this component (0 disables). | Components/SkinnedMeshComponent.h |
|
bool ShouldDrawDebugSkeleton() |
Get whether to draw this mesh's debug skeleton | Components/SkinnedMeshComponent.h | |
bool ShouldUseUpdateRateOptimizations() |
Components/SkinnedMeshComponent.h | ||
void ShowAllMaterialSections
(
int32 LODIndex |
Clear any material visibility modifications made by ShowMaterialSection | Components/SkinnedMeshComponent.h |
|
void ShowMaterialSection
(
int32 MaterialID, |
Allows hiding of a particular material (by ID) on this instance of a SkeletalMesh. | Components/SkinnedMeshComponent.h |
|
void TransformFromBoneSpace
(
FName BoneName, |
Transform a location/rotation in bone relative space to world space. | Components/SkinnedMeshComponent.h |
|
void TransformToBoneSpace
(
FName BoneName, |
Transform a location/rotation from world space to bone relative space. | Components/SkinnedMeshComponent.h |
|
void UnHideBoneByName
(
FName BoneName |
UnHide the specified bone with name. | Components/SkinnedMeshComponent.h |
|
void UnloadSkinWeightProfile
(
FName InProfileName |
Unload a Skin Weight Profile's skin weight buffer (if created) | Components/SkinnedMeshComponent.h |
|
void UnsetMeshDeformer() |
Unset any MeshDeformer applied to this Component. | Components/SkinnedMeshComponent.h |
|
void UpdateLeaderBoneMap() |
Update LeaderBoneMap for LeaderPoseComponent and this component | Components/SkinnedMeshComponent.h | |
void UpdateMasterBoneMap() |
Components/SkinnedMeshComponent.h | ||
void UpdateMorphMaterialUsageOnProxy() |
Checks/updates material usage on proxy based on current morph target usage | Components/SkinnedMeshComponent.h | |
void UpdateSkinWeightOverrideBuffer() |
Queues an update of the Skin Weight Buffer used by the current MeshObject | Components/SkinnedMeshComponent.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClearRefPoseOverride() |
Clear any applied ref pose override | Components/SkinnedMeshComponent.h | |
virtual void FinalizeBoneTransform() |
Finalize bone transform of this current tick After this function, any query to bone transform should be latest of the data | Components/SkinnedMeshComponent.h | |
virtual UMorphTarget * FindMorphTarget
(
FName MorphTargetName |
Find a named MorphTarget from the current SkeletalMesh | Components/SkinnedMeshComponent.h | |
virtual void GetAdditionalRequiredBonesForLeader
(
int32 LODIndex, |
Override this function to add any additional required bones from followers to functions such as USkeletalMeshComponent::ComputeRequiredBones(). | Components/SkinnedMeshComponent.h | |
virtual int32 GetLODBias() |
Get the LOD Bias of this component | Components/SkinnedMeshComponent.h | |
virtual int32 GetMeshDeformerMaxLOD() |
Max LOD at which to update or apply the MeshDeformer. | Components/SkinnedMeshComponent.h | |
virtual const Nanite::FResources * GetNaniteResources() |
Components/SkinnedMeshComponent.h | ||
virtual const TSharedPtr< FSkelMeshRefPoseOverride > & GetRefPoseOverride() |
Accessor for RefPoseOverride | Components/SkinnedMeshComponent.h | |
virtual bool HasValidNaniteData() |
Returns true if the component has valid Nanite render data. | Components/SkinnedMeshComponent.h | |
virtual void HideBone
(
int32 BoneIndex, |
Hides the specified bone. You can also set option for physics body. | Components/SkinnedMeshComponent.h | |
virtual bool IsPlayingNetworkedRootMotionMontage() |
Components/SkinnedMeshComponent.h | ||
virtual bool IsPlayingRootMotion() |
Components/SkinnedMeshComponent.h | ||
virtual bool IsPlayingRootMotionFromEverything() |
Components/SkinnedMeshComponent.h | ||
virtual void PostAssetCompilation() |
Called by the asset compilers (FAnimBankCompilingManager / FSkinnedAssetCompilingManager) when done to allow render state to be created. | Components/SkinnedMeshComponent.h | |
virtual void PostInitMeshObject
(
FSkeletalMeshObject* |
Function to operate on mesh object after its created, but before it's attached. | Components/SkinnedMeshComponent.h | |
virtual void RefreshBoneTransforms
(
FActorComponentTickFunction* TickFunction |
Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.) | Components/SkinnedMeshComponent.h | |
virtual FDelegateHandle RegisterOnBoneTransformsFinalizedDelegate
(
const FOnBoneTransformsFinalizedMultiCast::FDelegate& |
Register an OnBoneTransformsFinalized callback which can be called in FinalizeBoneTransform(). | Components/SkinnedMeshComponent.h | |
virtual void SetPhysicsAsset
(
UPhysicsAsset* NewPhysicsAsset, |
Override the Physics Asset of the mesh. | Components/SkinnedMeshComponent.h |
|
virtual void SetPredictedLODLevel
(
int32 InPredictedLODLevel |
Set predicted LOD level. | Components/SkinnedMeshComponent.h | |
virtual void SetRefPoseOverride
(
const TArray< FTransform >& NewRefPoseTransforms |
Apply an override for the current mesh ref pose | Components/SkinnedMeshComponent.h | |
virtual void SetSkeletalMesh
(
USkeletalMesh* NewMesh, |
Change the SkeletalMesh that is rendered for this Component. | Components/SkinnedMeshComponent.h | |
virtual void SetSkinnedAssetAndUpdate
(
USkinnedAsset* NewMesh, |
Change the SkinnedAsset that is rendered for this Component. | Components/SkinnedMeshComponent.h |
|
virtual bool ShouldCPUSkin() |
Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools | Components/SkinnedMeshComponent.h | |
virtual bool ShouldNaniteSkin() |
Function returns whether Nanite should be used to render and skin this mesh. | Components/SkinnedMeshComponent.h | |
virtual bool ShouldTickPose() |
Should tick pose (by calling TickPose) in Tick | Components/SkinnedMeshComponent.h | |
virtual bool ShouldUpdateTransform
(
bool bLODHasChanged |
Should update transform in Tick | Components/SkinnedMeshComponent.h | |
virtual void TickPose
(
float DeltaTime, |
Tick Pose, this function ticks and do whatever it needs to do in this frame, should be called before RefreshBoneTransforms | Components/SkinnedMeshComponent.h | |
virtual void UnHideBone
(
int32 BoneIndex |
Unhides the specified bone. | Components/SkinnedMeshComponent.h | |
virtual void UnregisterOnBoneTransformsFinalizedDelegate
(
const FDelegateHandle& |
Unregister an OnBoneTransformsFinalized callback. | Components/SkinnedMeshComponent.h | |
virtual void UpdateFollowerComponent() |
Update Follower Component. This gets called when LeaderPoseComponent!=nullptr | Components/SkinnedMeshComponent.h | |
virtual bool UpdateLODStatus() |
Update the PredictedLODLevel and MaxDistanceFactor in the component from its MeshObject. | Components/SkinnedMeshComponent.h | |
virtual void UpdateSlaveComponent() |
Components/SkinnedMeshComponent.h | ||
virtual void UpdateVisualizeLODString
(
FString& DebugString |
Components/SkinnedMeshComponent.h |
Overridden from UMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetMaterialStreamingData
(
int32 MaterialIndex, |
Get the material info for texture streaming. Return whether the data is valid or not. | Components/SkinnedMeshComponent.h | |
virtual bool PrestreamMeshLODs
(
float Seconds |
Tell the streaming system to start streaming in all LODs for the mesh. | Components/SkinnedMeshComponent.h | |
virtual void RegisterLODStreamingCallback
(
FLODStreamingCallback&& Callback, |
Register a one-time callback that will be called when criteria met | Components/SkinnedMeshComponent.h | |
virtual void RegisterLODStreamingCallback
(
FLODStreamingCallback&& CallbackStreamingStart, |
Register a one-time callback that will be called when streaming starts or ends. | Components/SkinnedMeshComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CollectPSOPrecacheData
(
const FPSOPrecacheParams& BasePrecachePSOParams, |
Precache all PSOs which can be used by the component | Components/SkinnedMeshComponent.h | |
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. | Components/SkinnedMeshComponent.h | |
virtual int32 GetMaterialIndex
(
FName MaterialSlotName |
Components/SkinnedMeshComponent.h | ||
| Components/SkinnedMeshComponent.h | |||
virtual void GetPrimitiveStats
(
FPrimitiveStats& PrimitiveStats |
Components/SkinnedMeshComponent.h | ||
virtual void GetStreamingRenderAssetInfo
(
FStreamingTextureLevelContext& LevelContext, |
Enumerates the streaming textures/meshes used by the primitive. | Components/SkinnedMeshComponent.h | |
virtual float GetStreamingScale() |
Components/SkinnedMeshComponent.h | ||
virtual void GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component | Components/SkinnedMeshComponent.h | |
virtual bool IsMaterialSlotNameValid
(
FName MaterialSlotName |
Components/SkinnedMeshComponent.h | ||
virtual void OnRenderAssetFirstLodChange
(
const UStreamableRenderAsset* RenderAsset, |
Components/SkinnedMeshComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | Components/SkinnedMeshComponent.h | |
virtual bool DoesSocketExist
(
FName InSocketName |
Return true if socket with the given name exists | Components/SkinnedMeshComponent.h | |
| Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials | Components/SkinnedMeshComponent.h | ||
virtual FTransform GetSocketTransform
(
FName InSocketName, |
Get world-space socket transform. | Components/SkinnedMeshComponent.h | |
virtual bool HasAnySockets() |
Returns true if this component has any sockets | Components/SkinnedMeshComponent.h | |
virtual void OnChildAttached
(
USceneComponent* ChildComponent |
Called after a child scene component is attached to this component. | Components/SkinnedMeshComponent.h | |
virtual void OnChildDetached
(
USceneComponent* ChildComponent |
Called after a child scene component is detached from this component. | Components/SkinnedMeshComponent.h | |
virtual void QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
Get a list of sockets this component contains | Components/SkinnedMeshComponent.h | |
virtual void UpdateBounds() |
Update the Bounds of the component. | Components/SkinnedMeshComponent.h | |
virtual bool UpdateOverlapsImpl
(
const TOverlapArrayView* NewPendingOverlaps, |
Queries world and updates overlap tracking state for this component. | Components/SkinnedMeshComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostApplyToComponent() |
Called after ApplyToComponent has run. | Components/SkinnedMeshComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/SkinnedMeshComponent.h | ||
virtual bool CanEditChange
(
const FProperty* InProperty |
Components/SkinnedMeshComponent.h | ||
virtual FString GetDetailedInfoInternal() |
Components/SkinnedMeshComponent.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Components/SkinnedMeshComponent.h | ||
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Components/SkinnedMeshComponent.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
Components/SkinnedMeshComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/SkinnedMeshComponent.h | ||
virtual void PostEditImport() |
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization | Components/SkinnedMeshComponent.h | |
virtual void PostEditUndo() |
Components/SkinnedMeshComponent.h | ||
virtual void PostInitProperties() |
Components/SkinnedMeshComponent.h | ||
virtual void PostLoad() |
Components/SkinnedMeshComponent.h | ||
virtual void PostReinitProperties() |
Components/SkinnedMeshComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/SkinnedMeshComponent.h |
Overridden from IInterface_AsyncCompilation
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsCompiling() |
Returns whether this component is still being compiled or dependent on other objects being compiled. | Components/SkinnedMeshComponent.h |
Overridden from IPhysicsBodyInstanceOwner
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UMaterialInterface * GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index | Components/SkinnedMeshComponent.h | |
virtual int32 GetNumMaterials() |
Return number of material elements in this primitive | Components/SkinnedMeshComponent.h |
Overridden from IClothSimulationDataProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetUpdateClothSimulationData_AnyThread
(
TMap< int32, FClothSimulData >& OutClothSimulData, |
Override this function to pass on cloth simulation data (or any deformable using the cloth pipeline) to the skeletal renderer. | Components/SkinnedMeshComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBoxSphereBounds CalcMeshBound
(
const FVector3f& RootOffset, |
Update Mesh Bound information based on input | Components/SkinnedMeshComponent.h | |
uint8 ComputeMaxFirstLODIdxInAttachmentTree() |
Traverse the attachment tree and compute the highest streaming LOD index clamp among components with SyncAttachParentLOD enabled | Components/SkinnedMeshComponent.h | |
void FlipEditableSpaceBases() |
Flip the editable space base buffer | Components/SkinnedMeshComponent.h | |
| Get the currently active MeshDeformer. | Components/SkinnedMeshComponent.h | ||
TBitArray & GetMutableValidMeshPoseTransforms() |
Components/SkinnedMeshComponent.h | ||
void NotifyIfSkinnedAssetChanged() |
Components/SkinnedMeshComponent.h | ||
void RefreshUpdateRateParams() |
Recreates update rate params and internal tracker data | Components/SkinnedMeshComponent.h | |
void ReleaseUpdateRateParams() |
Removes update rate params and internal tracker data | Components/SkinnedMeshComponent.h | |
void SetMeshDeformer
(
bool bInSetMeshDeformer, |
Set the MeshDeformer and update the internal MeshDeformerInstance. | Components/SkinnedMeshComponent.h | |
bool SetSkinWeightProfileStack
(
const FSkinWeightProfileStack& InProfileStack |
Set the currently active skin weight profile stack to the given stack. | Components/SkinnedMeshComponent.h | |
bool ShouldUpdateBoneVisibility() |
Return true if it needs update. Return false if not | Components/SkinnedMeshComponent.h | |
void UpdateCachedSocketAttachmentFlag() |
Components/SkinnedMeshComponent.h | ||
bool UpdateLODStatus_Internal
(
int32 InLeaderPoseComponentPredictedLODLevel, |
Helper function for UpdateLODStatus, called with a valid index for InLeaderPoseComponentPredictedLODLevel when updating LOD status for follower components | Components/SkinnedMeshComponent.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddFollowerPoseComponent
(
USkinnedMeshComponent* SkinnedMeshComponent |
Add a follower component to the FollowerPoseComponents array | Components/SkinnedMeshComponent.h | |
virtual void AddSlavePoseComponent
(
USkinnedMeshComponent* SkinnedMeshComponent |
Components/SkinnedMeshComponent.h | ||
virtual bool AllocateTransformData() |
Allocate Transform Data array including SpaceBases, BoneVisibilityStates | Components/SkinnedMeshComponent.h | |
virtual bool AreBoneTransformsValid() |
Returns whether the bone transforms are valid. | Components/SkinnedMeshComponent.h | |
virtual void DeallocateTransformData() |
Components/SkinnedMeshComponent.h | ||
virtual void DispatchParallelTickPose
(
FActorComponentTickFunction* TickFunction |
Parallel Tick Pose In the case where we do not want to refresh bone transforms (and would therefore not normally kick off a parallel eval task) we perform this 'mini tick' that kicks off the task. | Components/SkinnedMeshComponent.h | |
virtual void RemoveFollowerPoseComponent
(
USkinnedMeshComponent* SkinnedMeshComponent |
Remove a follower component from the FollowerPoseComponents array | Components/SkinnedMeshComponent.h | |
virtual void RemoveSlavePoseComponent
(
USkinnedMeshComponent* SkinnedMeshComponent |
Components/SkinnedMeshComponent.h |
Overridden from UMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetDefaultMaterialSlotsOverlayMaterial
(
TArray< TObjectPtr< UMaterialInterface > >& OutMaterialSlotOverlayMaterials |
Get all default LOD sections overlay materials used by a mesh. | Components/SkinnedMeshComponent.h | |
virtual UMaterialInterface * GetDefaultOverlayMaterial() |
Get the default overlay material used by a mesh | Components/SkinnedMeshComponent.h | |
virtual float GetDefaultOverlayMaterialMaxDrawDistance() |
Get the default overlay material max draw distance | Components/SkinnedMeshComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject const * AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable | Components/SkinnedMeshComponent.h | |
virtual void BeginPlay () |
Used to detach physics objects before simulation begins. | Components/SkinnedMeshComponent.h | |
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | Components/SkinnedMeshComponent.h | |
virtual void DestroyRenderState_Concurrent () |
Used to shut down any rendering thread structure for this component | Components/SkinnedMeshComponent.h | |
virtual void InitializeComponent () |
Initializes the component. | Components/SkinnedMeshComponent.h | |
virtual void OnPreRegister() |
Called by PreRegisterComponentWithWorld when the component is being pre-registered. | Components/SkinnedMeshComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/SkinnedMeshComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/SkinnedMeshComponent.h | |
virtual bool RequiresGameThreadEndOfFrameRecreate() |
Return true if this component requires end of frame recreates to happen from the game thread. | Components/SkinnedMeshComponent.h | |
virtual void SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread | Components/SkinnedMeshComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | Components/SkinnedMeshComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BindWorldDelegates() |
Helpers allowing us to cache feature level | Components/SkinnedMeshComponent.h | |
static void ComputeSkinnedPositions
(
USkinnedMeshComponent* Component, |
CPU evaluation of the positions of all vertices (returned in component space) | Components/SkinnedMeshComponent.h | |
static uintptr_t GetAddress
(
const FActorSkinnedMeshComponentInterface* InImpl |
Components/SkinnedMeshComponent.h | ||
static void GetPhysicsRequiredBones
(
const USkinnedAsset* SkinnedAsset, |
Animation required bones Get the bones used by the physics asset (if any), as these have to be updated even if LODed out. | Components/SkinnedMeshComponent.h | |
static const USkinnedMeshComponent * GetSkinnedMeshComponent
(
const FActorSkinnedMeshComponentInterface* InImpl |
Components/SkinnedMeshComponent.h | ||
static USkinnedMeshComponent * GetSkinnedMeshComponent
(
FActorSkinnedMeshComponentInterface* InImpl |
Components/SkinnedMeshComponent.h | ||
static FVector3f GetSkinnedVertexPosition
(
USkinnedMeshComponent* Component, |
Simple, CPU evaluation of a vertex's skinned position (returned in component space) | Components/SkinnedMeshComponent.h | |
static FVector3f GetSkinnedVertexPosition
(
USkinnedMeshComponent* Component, |
Simple, CPU evaluation of a vertex's skinned position (returned in component space) | Components/SkinnedMeshComponent.h | |
static void GetSocketRequiredBones
(
const USkinnedAsset* SkinnedAsset, |
Get the bones that are used by sockets. | Components/SkinnedMeshComponent.h | |
static void HandleFeatureLevelChanged
(
ERHIFeatureLevel::Type InFeatureLevel, |
Components/SkinnedMeshComponent.h | ||
static void HandlePostWorldCreation
(
UWorld* InWorld |
Components/SkinnedMeshComponent.h | ||
static void MergeInBoneIndexArrays
(
TArray< FBoneIndexType >& BaseArray, |
Takes sorted array Base and then adds any elements from sorted array Insert which is missing from it, preserving order. | Components/SkinnedMeshComponent.h | |
static bool ShouldRenderNaniteSkinnedMeshes() |
Returns true if skinned meshes are allowed to be rendered as Nanite when enabled on the mesh. | Components/SkinnedMeshComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MeshDeformerInstance_DEPRECATED | TObjectPtr< UMeshDeformerInstance > | Components/SkinnedMeshComponent.h |
|
|
| WireframeColor_DEPRECATED | FColor | Wireframe color | Components/SkinnedMeshComponent.h |
Deprecated Functions
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Get the SkeletalMesh rendered for this mesh. | Components/SkinnedMeshComponent.h |
|
|
void SetSkeletalMesh_DEPRECATED
(
USkeletalMesh* NewMesh |
Components/SkinnedMeshComponent.h |