Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h |
Include |
#include "Components/SkinnedMeshComponent.h" |
class USkinnedMeshComponent :
public UMeshComponent,
public ILODSyncInterface
Skinned mesh component that supports bone skinned mesh rendering. This class does not support animation.
Name | Description | ||
---|---|---|---|
|
FMorphTargetWei... |
ActiveMorphTargets |
Array indicating all active morph targets. |
|
AnimUpdateRateParams |
Animation Update Rate optimization parameters. |
|
|
uint8: 1 |
bBoneVisibilityDirty |
Whether we have updated bone visibility this tick |
|
uint8: 1 |
bCachedLocalBoundsUpToDate |
True when CachedLocalBounds is up to date. |
|
uint8: 1 |
bCachedWorldSpaceBoundsUpToDate |
|
|
uint8: 1 |
bCanHighlightSelectedSections |
Whether or not we can highlight selected sections - this should really only be done in the editor |
|
uint8: 1 |
bCastCapsuleDirectShadow |
Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for direct shadowing from lights. |
|
uint8: 1 |
bCastCapsuleIndirectShadow |
Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight). |
|
uint8: 1 |
bComponentUseFixedSkelBounds |
Misc.When true, skip using the physics asset etc. |
|
uint8: 1 |
bConsiderAllBodiesForBounds |
If true, when updating bounds from a PhysicsAsset, consider all BodySetups, not just those flagged with bConsiderForBounds. |
|
uint8: 1 |
bDisableMorphTarget |
Disable Morphtarget for this component. |
|
uint8: 1 |
bDisplayDebugUpdateRateOptimizations |
Enable on screen debugging of update rate optimization. |
|
uint8: 1 |
bDoubleBufferedComponentSpaceTransforms |
Are we using double buffered ComponentSpaceTransforms |
|
uint8: 1 |
bEnableUpdateRateOptimizations |
Update Rate. |
|
uint8: 1 |
bExternalEvaluationRateLimited |
External flag indicating that we may not be evaluated every frame |
|
uint8: 1 |
bExternalInterpolate |
Non URO-based interpolation flag |
|
uint8: 1 |
bExternalTickRateControlled |
Whether we are externally controlling tick rate |
|
uint8: 1 |
bExternalUpdate |
Non URO-based update flag |
|
uint8: 1 |
bFollowerShouldTickPose |
If false, Follower components ShouldTickPose function will return false (default) |
|
uint8: 1 |
bForceWireframe |
Forces the mesh to draw in wireframe mode. |
|
uint8: 1 |
bHasValidBoneTransform |
Used to cache previous bone transform or not |
|
uint8: 1 |
bHideSkin |
Don't bother rendering the skin. |
|
uint8: 1 |
bIgnoreLeaderPoseComponentLOD |
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 |
|
uint8: 1 |
bMipLevelCallbackRegistered |
Whether mip callbacks have been registered and need to be removed on destroy |
|
uint8: 1 |
bNeedToFlipSpaceBaseBuffers |
Track whether we still need to flip to recently modified buffer |
|
TArray< uint8 >... |
BoneVisibilityStates |
Array of bone visibilities (containing one of the values in EBoneVisibilityStatus for each bone). |
|
uint8: 1 |
bOverrideMinLod |
Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the mesh |
|
uint8: 1 |
bPerBoneMotionBlur |
If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance). |
|
uint8: 1 |
bRecentlyRendered |
True if mesh has been recently rendered, false otherwise |
|
uint8: 1 |
bRenderStatic |
If true, render as static in reference pose. |
|
bool |
bSetMeshDeformer |
If true, MeshDeformer will be used. If false, use the default mesh deformer on the SkeletalMesh. |
|
uint8: 1 |
bSkinWeightProfilePending |
Whether or not a Skin Weight profile is currently pending load and creation for this component |
|
uint8: 1 |
bSkinWeightProfileSet |
Whether or not a Skin Weight profile is currently set for this component |
|
uint8: 1 |
bSyncAttachParentLOD |
If true, this component uses its parents LOD when attached if available ForcedLOD can override this change. |
|
uint8: 1 |
bUseBoundsFromLeaderPoseComponent |
When true, we will just using the bounds from our LeaderPoseComponent. |
|
CachedSceneFeatureLevel |
Cache the scene feature level |
|
|
FBoxSphereBound... |
CachedWorldOrLocalSpaceBounds |
Bounds cached, so they're computed just once, either in local or worldspace depending on cvar 'a.CacheLocalSpaceBounds'. |
|
FMatrix |
CachedWorldToLocalTransform |
|
|
float |
CapsuleIndirectShadowMinVisibility |
Controls how dark the capsule indirect shadow can be. |
|
uint32 |
CurrentBoneTransformRevisionNumber |
Current bone transform revision number |
|
int32 |
CurrentEditableComponentTransforms |
The index for the ComponentSpaceTransforms buffer we can currently write to |
|
int32 |
CurrentReadComponentTransforms |
The index for the ComponentSpaceTransforms buffer we can currently read from |
|
CurrentSkinWeightProfileName |
Name of currently set up Skin Weight profile, otherwise is 'none' |
|
|
DebugDrawColor |
Debug draw color |
|
|
float |
ExternalDeltaTime |
Non-URO-based delta time used to tick the pose |
|
float |
ExternalInterpolationAlpha |
Non-URO-based interpolation alpha |
|
TArray< FExtern... |
ExternalMorphSets |
External GPU based morph target buffers, for each LOD. |
|
ExternalMorphWeightData |
The external morph target set weight data, for each LOD. |
|
|
uint8 |
ExternalTickRate |
Record of the tick rate we are using when externally controlled |
|
FollowerPoseComponents |
If set, this component has follower pose components that are associated with this Note this is weak object ptr, so it will go away unless you have other strong reference |
|
|
float |
LastStreamerUpdateBoundsRadius |
The bounds radius at the point we last notified the streamer of a bounds radius change |
|
TArray< int32 > |
LeaderBoneMap |
Mapping between bone indices in this component and the parent one. |
|
int32 |
LeaderBoneMapCacheCount |
Incremented every time the leader bone map changes. |
|
TWeakObjectPtr<... |
LeaderPoseComponent |
LeaderPoseComponent. |
|
TArray< struct ... |
LODInfo |
LOD array info. Each index will correspond to the LOD index |
|
float |
MaxDistanceFactor |
High (best) DistanceFactor that was desired for rendering this USkeletalMesh last frame. |
|
TObjectPtr< UMe... |
MeshDeformer |
The mesh deformer to use. |
|
TObjectPtr< UMe... |
MeshDeformerInstance |
Object containing state for the bound MeshDeformer. |
|
TObjectPtr< UMe... |
MeshDeformerInstanceSettings |
Object containing instance settings for the bound MeshDeformer. |
|
MeshObject |
Object responsible for sending bone transforms, morph target state etc. to render thread. |
|
|
MeshObjectFactory |
Supports user-defined FSkeletalMeshObjects |
|
|
void * |
MeshObjectFactoryUserData |
Passed into MeshObjectFactory |
|
int32 |
MinLodModel |
This is the min LOD that this component will use. |
|
MissingLeaderBoneMap |
Map of missing bone indices->transforms so that calls to GetBoneTransform() succeed when bones are not present in a leader mesh when using leader-pose. |
|
|
TArray< float > |
MorphTargetWeights |
Array of weights for all morph targets. |
|
FOnAnimUpdateRa... |
OnAnimUpdateRateParamsCreated |
Animation update rate control. |
|
FOnTickPose |
OnTickPose |
Invoked at the beginning of TickPose before doing the bulk of the tick work |
|
TObjectPtr< cla... |
PhysicsAssetOverride |
|
|
TArray< uint8 > |
PreviousBoneVisibilityStates |
Array of bone visibilities (containing one of the values in EBoneVisibilityStatus for each bone). |
|
TArray< FTransf... |
PreviousComponentSpaceTransformsArray |
Array of previous bone transforms Note these are only used if we are NOT double-buffering bone transforms |
|
TSharedPtr< FSk... |
RefPoseOverride |
Information for current ref pose override, if present |
|
TArray< ESkinCa... |
SkinCacheUsage |
How this Component's LOD uses the skin cache feature. |
|
TSortedMap< FNa... |
SocketOverrideLookup |
Mapping for socket overrides, key is the Source socket name and the value is the override socket name |
|
float |
StreamingDistanceMultiplier |
Allows adjusting the desired streaming distance of streaming textures that uses UV 0. |
|
EVisibilityBase... |
VisibilityBasedAnimTickOption |
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 |
Name | Description | |
---|---|---|
|
USkinnedMeshComponent ( |
|
|
USkinnedMeshComponent ( |
Name | Description | |
---|---|---|
|
~USkinnedMeshComponent() |
Name | Description | ||
---|---|---|---|
|
void |
AddExternalMorphSet ( |
Register an external set of GPU compressed morph targets. |
|
void |
AddFollowerPoseComponent ( |
Add a follower component to the FollowerPoseComponents array |
|
void |
AddSocketOverride |
|
|
bool |
AllocateTransformData() |
Allocate Transform Data array including SpaceBases, BoneVisibilityStates |
|
void |
BindWorldDelegates() |
Helpers allowing us to cache feature level |
|
bool |
BoneIsChildOf |
Tests if BoneName is child of (or equal to) ParentBoneName. |
|
void |
CacheRefToLocalMatrices ( |
Caches the RefToLocal matrices. |
|
FBoxSphereBo... |
CalcMeshBound ( |
Update Mesh Bound information based on input |
|
void |
ClearExternalMorphSets ( |
Clear all externally registered morph target buffers. |
|
void |
ClearMotionVector() |
This update renderer with new revision number twice so to clear bone velocity for motion blur or temporal AA |
|
void |
ClearRefPoseOverride() |
Clear any applied ref pose override |
|
void |
ClearSkinWeightOverride ( |
Clear any applied skin weight override |
|
void |
ClearSkinWeightProfile() |
Clear the Skin Weight Profile from this component, in case it is set |
|
void |
ClearVertexColorOverride ( |
Clear any applied vertex color override |
|
int32 |
ComputeMinLOD() |
Compute SkeletalMesh MinLOD that will be used by this component |
|
void |
ComputeSkinnedPositions ( |
CPU evaluation of the positions of all vertices (returned in component space) |
|
void |
DeallocateTransformData() |
|
|
void |
DispatchParallelTickPose ( |
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. |
|
void |
EnableExternalEvaluationRateLimiting ( |
Manually enable/disable animation evaluation rate limiting |
|
void |
EnableExternalInterpolation ( |
Enable non-URO-based interpolation |
|
void |
EnableExternalTickRateControl ( |
Set whether we have our tick rate externally controlled non-URO-based interpolation |
|
void |
EnableExternalUpdate ( |
Set us to tick this frame for non-URO-based interpolation |
|
void |
FinalizeBoneTransform() |
Finalize bone transform of this current tick After this function, any query to bone transform should be latest of the data |
|
FindClosestBone ( |
Finds the closest bone to the given location |
|
|
FindClosestBone_K2 ( |
Finds the closest bone to the given location |
|
|
UMorphTarget... |
FindMorphTarget ( |
Find a named MorphTarget from the current SkeletalMesh |
|
void |
FlipEditableSpaceBases() |
Flip the editable space base buffer |
|
void |
ForceMotionVector() |
Forcibly update the renderer with a new revision number to assign the current bone velocity for motion blur or temporal AA |
|
UMeshDeforme... |
GetActiveMeshDeformer() |
Get the currently active MeshDeformer. |
|
const USkinn... |
GetBaseComponent() |
|
|
FVector |
GetBoneAxis ( |
Finds a vector pointing along the given axis of the given bone |
|
int32 |
GetBoneIndex ( |
Find the index of bone by name. |
|
FVector |
GetBoneLocation ( |
Get Bone Location |
|
FMatrix |
GetBoneMatrix ( |
Get Bone Matrix from index |
|
GetBoneName ( |
Get Bone Name from index |
|
|
void |
GetBoneNames |
Fills the given array with the names of all the bones in this component's current SkeletalMesh |
|
FQuat |
GetBoneQuaternion ( |
Get Bone Rotation in Quaternion |
|
FTransform |
GetBoneTransform ( |
Get world space bone transform from bone index, also specifying the component transform to use |
|
FTransform |
GetBoneTransform ( |
Get world-space bone transform. |
|
FTransform |
GetBoneTransform ( |
Get Bone Transform from index |
|
uint32 |
GetBoneTransformRevisionNumber() |
|
|
const TArray... |
GetBoneVisibilityStates() |
Access BoneVisibilityStates for reading |
|
FBoxSphereBo... |
GetCachedLocalBounds() |
|
|
const TArray... |
GetComponentSpaceTransforms() |
Access ComponentSpaceTransforms for reading |
|
void |
GetCPUSkinnedCachedFinalVertices ( |
|
|
void |
GetCPUSkinnedVertices ( |
Get CPU skinned vertices for the specified LOD level. |
|
bool |
GetCPUSkinningEnabled() |
Getter for bCPUSkinning member variable May return a different value from ShouldCPUSkin() |
|
void |
GetCurrentRefToLocalMatrices ( |
Return the skinning matrices used for rendering. |
|
GetCurrentSkinWeightProfileName() |
Return the name of the Skin Weight Profile that is currently set otherwise returns 'None' |
|
|
const TOptio... |
GetDebugDrawColor() |
Get debug draw color |
|
FTransform |
GetDeltaTransformFromRefPose |
Get delta transform from reference pose based on BaseNode. |
|
TArray< uint... |
GetEditableBoneVisibilityStates() |
Get Access to the current editable bone visibility states |
|
const TArray... |
GetEditableBoneVisibilityStates() |
|
|
const TArray... |
GetEditableComponentSpaceTransforms() |
|
|
TArray< FTra... |
GetEditableComponentSpaceTransforms() |
Get Access to the current editable space bases |
|
const FExter... |
GetExternalMorphSets ( |
Get the external morph sets for a given LOD. |
|
const TArray... |
GetExternalMorphSetsArray() |
Get the array of external morph target sets. It is an array, one entry for each LOD. |
|
const FExter... |
GetExternalMorphWeights ( |
Get the weights in read-only mode for a given external morph target set at a specific LOD. |
|
FExternalMor... |
GetExternalMorphWeights ( |
Get the weights for a given external morph target set at a specific LOD. |
|
uint8 |
GetExternalTickRate() |
Get the external tick rate |
|
const TArray... |
GetFollowerPoseComponents() |
Return current active list of follower components |
|
int32 |
GetForcedLOD() |
Get ForcedLodModel of the mesh component. |
|
bool |
GetForceUpdateDynamicDataImmediately() |
|
|
const TArray... |
GetLeaderBoneMap() |
|
|
int32 |
GetLODBias() |
Get the LOD Bias of this component |
|
int32 |
GetMaterialPreview() |
Return value of MaterialIndexPreview |
|
UMeshDeforme... |
GetMeshDeformerInstance() |
|
|
int32 |
GetMeshDeformerMaxLOD() |
Max LOD at which to update or apply the MeshDeformer. |
|
int32 |
GetNumBones() |
Returns the number of bones in the skeleton. |
|
int32 |
GetNumComponentSpaceTransforms() |
Get current number of component space transorms |
|
int32 |
GetNumLODs() |
Get the number of LODs on this component |
|
GetParentBone ( |
Get Parent Bone of the input bone |
|
|
UPhysicsAsse... |
GetPhysicsAsset() |
Return PhysicsAsset for this SkeletalMeshComponent It will return SkeletalMesh's PhysicsAsset unless PhysicsAssetOverride is set for this component |
|
int32 |
GetPredictedLODLevel() |
Get predicted LOD level. |
|
void |
GetPreSkinnedLocalBounds ( |
Get the pre-skinning local space bounds for this component. |
|
const TArray... |
GetPreviousBoneVisibilityStates() |
Const getters for previous transform idea |
|
const TArray... |
GetPreviousComponentTransformsArray() |
|
|
const TShare... |
GetRefPoseOverride() |
Accessor for RefPoseOverride |
|
FVector |
GetRefPosePosition ( |
Gets the local-space position of a bone in the reference pose. |
|
FTransform |
GetRefPoseTransform ( |
Gets the local-space transform of a bone in the reference pose. |
|
int32 |
GetSectionPreview() |
Return value of SectionIndexPreview |
|
int32 |
GetSelectedEditorMaterial() |
Return value of SelectedEditorMaterial |
|
int32 |
GetSelectedEditorSection() |
Return value of SelectedEditorSection |
|
FSkeletalMes... |
GetSkeletalMeshRenderData() |
Gets the skeletal mesh resource used for rendering the component. |
|
USkinnedAsse... |
GetSkinnedAsset() |
Get the SkinnedAsset rendered for this mesh. |
|
FVector3f |
GetSkinnedVertexPosition ( |
Simple, CPU evaluation of a vertex's skinned position (returned in component space) |
|
FVector3f |
GetSkinnedVertexPosition ( |
Simple, CPU evaluation of a vertex's skinned position (returned in component space) |
|
FSkinWeightV... |
GetSkinWeightBuffer ( |
Returns skin weight vertex buffer to use for specific LOD (will look at override) |
|
GetSocketBoneName ( |
Returns bone name linked to a given named socket on the skeletal mesh component. |
|
|
USkeletalMes... |
GetSocketByName ( |
|
|
USkeletalMes... |
GetSocketInfoByName ( |
|
|
bool |
GetTwistAndSwingAngleOfDeltaRotationFromRefPose ( |
Get Twist and Swing Angle in Degree of Delta Rotation from Reference Pose in Local space |
|
void |
GetUpdateClothSimulationData_AnyThread ( |
Override this function to pass on cloth simulation data (or any deformable using the cloth pipeline) to the skeletal renderer. |
|
GetVertexColor ( |
Returns color of the vertex. |
|
|
FVector2D |
GetVertexUV ( |
Returns texture coordinates of the vertex. |
|
void |
HandleFeatureLevelChanged ( |
|
|
void |
HandlePostWorldCreation ( |
|
|
bool |
HasExternalMorphSet ( |
Do we have a given set of external morph targets? |
|
bool |
HasMeshDeformer() |
|
|
void |
HideBone ( |
Hides the specified bone. You can also set option for physics body. |
|
void |
HideBoneByName ( |
Hides the specified bone with name. |
|
void |
InitLODInfos() |
Initialize the LOD entries for the component |
|
void |
InvalidateCachedBounds() |
Invalidate Cached Bounds, when Mesh Component has been updated. |
|
bool |
IsBoneHidden ( |
Determines if the specified bone is hidden. |
|
bool |
IsBoneHiddenByName ( |
Determines if the specified bone is hidden. |
|
bool |
IsMaterialSectionShown ( |
Returns whether a specific material section is currently hidden on this component (by using ShowMaterialSection) |
|
bool |
IsPlayingNetworkedRootMotionMontage() |
|
|
bool |
IsPlayingRootMotion() |
|
|
bool |
IsPlayingRootMotionFromEverything() |
|
|
bool |
IsSkinCacheAllowed ( |
|
|
bool |
IsSkinWeightProfilePending() |
Check whether or not a Skin Weight Profile is currently pending load / create |
|
bool |
IsUsingExternalInterpolation() |
Check whether we should be interpolating due to external settings |
|
bool |
IsUsingExternalTickRateControl() |
Check whether we we have our tick rate externally controlled |
|
bool |
IsUsingSkinWeightProfile() |
Check whether or not a Skin Weight Profile is currently set |
|
bool |
IsValidExternalMorphSetLODIndex ( |
Check whether a given LOD index is valid for the external morph sets. |
|
void |
PostInitMeshObject |
Function to operate on mesh object after its created, but before it's attached. |
|
void |
RebuildVisibilityArray() |
Rebuild BoneVisibilityStates array. Mostly refresh information of bones for BVS_HiddenByParent |
|
void |
RefreshBoneTransforms ( |
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.) |
|
void |
RefreshExternalMorphTargetWeights ( |
Refresh the external morph target weight buffers. |
|
void |
RefreshFollowerComponents() |
Refresh Follower Components if exists |
|
void |
RefreshUpdateRateParams() |
Recreates update rate params and internal tracker data |
|
void |
ReleaseResources() |
Release any rendering resources owned by this component |
|
void |
ReleaseUpdateRateParams() |
Removes update rate params and internal tracker data |
|
void |
RemoveAllSocketOverrides() |
|
|
void |
RemoveExternalMorphSet ( |
Remove a given set of external GPU based morph targets. |
|
void |
RemoveFollowerPoseComponent ( |
Remove a follower component from the FollowerPoseComponents array |
|
void |
RemoveSocketOverrides ( |
|
|
void |
ResizeExternalMorphTargetSets() |
Resize the morph target sets array to the number of LODs. |
|
void |
SetCapsuleIndirectShadowMinVisibility ( |
|
|
void |
SetCastCapsuleDirectShadow ( |
|
|
void |
SetCastCapsuleIndirectShadow ( |
|
|
void |
SetComponentSpaceTransformsDoubleBuffering ( |
|
|
void |
SetCPUSkinningEnabled ( |
Set whether this component uses CPU skinning Notes: |
|
void |
SetDebugDrawColor ( |
Set debug draw color |
|
void |
SetDrawDebugSkeleton ( |
Set whether to draw this mesh's debug skeleton |
|
void |
SetExternalDeltaTime ( |
Set non-URO-based delta time |
|
void |
SetExternalInterpolationAlpha ( |
Set non-URO-based interpolation alpha |
|
void |
SetExternalTickRate ( |
Set the external tick rate |
|
void |
SetForcedLOD ( |
Set ForcedLodModel of the mesh component |
|
void |
SetForceUpdateDynamicDataImmediately ( |
|
|
void |
SetForceWireframe ( |
Sets the value of the bForceWireframe flag and reattaches the component as necessary. |
|
void |
SetLeaderPoseComponent ( |
Set LeaderPoseComponent for this component |
|
void |
SetMaterialPreview ( |
Sets the value of the MaterialIndexPreview option. |
|
void |
SetMeshDeformer ( |
Change the MeshDeformer that is used for this Component. |
|
void |
SetMeshDeformer ( |
Set the MeshDeformer and update the internal MeshDeformerInstance. |
|
void |
SetMinLOD ( |
Set MinLodModel of the mesh component |
|
void |
SetPhysicsAsset ( |
Override the Physics Asset of the mesh. |
|
void |
SetPredictedLODLevel ( |
Set predicted LOD level. |
|
void |
SetRefPoseOverride ( |
Apply an override for the current mesh ref pose |
|
void |
SetRenderStatic ( |
Set whether this skinned mesh should be rendered as static mesh in a reference pose |
|
void |
SetSectionPreview ( |
Sets the value of the SectionIndexPreview option. |
|
void |
SetSelectedEditorMaterial ( |
Sets the value of the SelectedEditorMaterial option. |
|
void |
SetSelectedEditorSection ( |
Sets the value of the SelectedEditorSection option. |
|
void |
SetSkinnedAsset ( |
Change the SkinnedAsset that is rendered without reinitializing this Component. |
|
void |
SetSkinnedAssetAndUpdate ( |
Change the SkinnedAsset that is rendered for this Component. |
|
void |
SetSkinWeightOverride ( |
Allow override of skin weights on a per-component basis. |
|
bool |
SetSkinWeightProfile ( |
Setup an override Skin Weight Profile for this component |
|
void |
SetVertexColorOverride |
Allow override of vertex colors on a per-component basis. |
|
void |
SetVertexColorOverride_LinearColor ( |
Allow override of vertex colors on a per-component basis, taking array of Blueprint-friendly LinearColors. |
|
bool |
ShouldCPUSkin() |
Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools |
|
bool |
ShouldDrawDebugSkeleton() |
Get whether to draw this mesh's debug skeleton |
|
bool |
ShouldTickPose() |
Should tick pose (by calling TickPose) in Tick |
|
bool |
ShouldUpdateBoneVisibility() |
Return true if it needs update. Return false if not |
|
bool |
ShouldUpdateTransform ( |
Should update transform in Tick |
|
bool |
ShouldUseUpdateRateOptimizations() |
|
|
void |
ShowAllMaterialSections ( |
Clear any material visibility modifications made by ShowMaterialSection |
|
void |
ShowMaterialSection ( |
Allows hiding of a particular material (by ID) on this instance of a SkeletalMesh. |
|
void |
TickPose ( |
Tick Pose, this function ticks and do whatever it needs to do in this frame, should be called before RefreshBoneTransforms |
|
void |
TransformFromBoneSpace ( |
Transform a location/rotation in bone relative space to world space. |
|
void |
TransformToBoneSpace ( |
Transform a location/rotation from world space to bone relative space. |
|
void |
UnHideBone ( |
Unhides the specified bone. |
|
void |
UnHideBoneByName ( |
UnHide the specified bone with name. |
|
void |
UnloadSkinWeightProfile ( |
Unload a Skin Weight Profile's skin weight buffer (if created) |
|
void |
UnsetMeshDeformer() |
Unset any MeshDeformer applied to this Component. |
|
void |
UpdateFollowerComponent() |
Update Follower Component. This gets called when LeaderPoseComponent!=NULL |
|
void |
UpdateLeaderBoneMap() |
Update LeaderBoneMap for LeaderPoseComponent and this component |
|
bool |
UpdateLODStatus() |
Update the PredictedLODLevel and MaxDistanceFactor in the component from its MeshObject. |
|
bool |
UpdateLODStatus_Internal ( |
Helper function for UpdateLODStatus, called with a valid index for InLeaderPoseComponentPredictedLODLevel when updating LOD status for follower components |
|
void |
UpdateMorphMaterialUsageOnProxy() |
Checks/updates material usage on proxy based on current morph target usage |
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void |
UpdateSkinWeightOverrideBuffer() |
Queues an update of the Skin Weight Buffer used by the current MeshObject |
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void |
UpdateVisualizeLODString ( |
Name | Description | ||
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UMaterialInt... |
GetDefaultOverlayMaterial() |
Get the default overlay material used by a mesh |
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float |
GetDefaultOverlayMaterialMaxDrawDistance() |
Get the default overlay material max draw distance |
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int32 |
GetMaterialIndex ( |
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GetMaterialSlotNames() |
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bool |
GetMaterialStreamingData ( |
Get the material info for texture streaming. Return whether the data is valid or not. |
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bool |
IsMaterialSlotNameValid ( |
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void |
RegisterLODStreamingCallback ( |
Register a one-time callback that will be called when criteria met |
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void |
RegisterLODStreamingCallback ( |
Register a one-time callback that will be called when streaming starts or ends. |
Name | Description | ||
---|---|---|---|
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void |
CollectPSOPrecacheData ( |
Precache all PSOs which can be used by the component |
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
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int32 |
GetNumMaterials() |
Return number of material elements in this primitive |
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void |
GetStreamingRenderAssetInfo ( |
Enumerates the streaming textures/meshes used by the primitive. |
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float |
GetStreamingScale() |
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void |
GetUsedMaterials ( |
Retrieves the materials used in this component |
Name | Description | ||
---|---|---|---|
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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bool |
DoesSocketExist ( |
Return true if socket with the given name exists |
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bool |
GetMaterialPropertyPath |
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 |
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FTransform |
GetSocketTransform ( |
Get world-space socket transform. |
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bool |
HasAnySockets() |
Returns true if this component has any sockets |
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void |
QuerySupportedSockets |
Get a list of sockets this component contains |
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void |
UpdateBounds() |
Update the Bounds of the component. |
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bool |
UpdateOverlapsImpl ( |
Queries world and updates overlap tracking state for this component. |
Name | Description | ||
---|---|---|---|
|
UObject cons... |
AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable |
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void |
BeginPlay() |
Used to detach physics objects before simulation begins. |
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void |
CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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void |
DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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void |
OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void |
OnUnregister() |
Called when a component is unregistered. |
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bool |
RequiresGameThreadEndOfFrameRecreate() |
Return true if this component requires end of frame recreates to happen from the game thread. |
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void |
SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread |
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void |
TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
---|---|---|---|
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void |
BeginDestroy() |
Called before destroying the object. |
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bool |
CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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GetDetailedInfoInternal() |
This function actually does the work for the GetDetailedInfo() and is virtual. |
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void |
GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
---|---|---|---|
|
bool |
IsCompiling() |
Returns whether this component is still being compiled or dependent on other objects being compiled. |
Name |
Description |
|
---|---|---|
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FMissingLeaderBoneCacheEntry |
Cached relative transform for follower bones that are missing in the leader |
Name |
Description |
|
---|---|---|
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EBoneTransformUpdateMethod |
Name | Description | ||
---|---|---|---|
|
uint8: 1 |
bCPUSkinning |
Direct access to bCPUSkinning is deprecated. Please use its getter and setter instead. |
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uint8: 1 |
bDisplayBones_DEPRECATED |
Draw the skeleton hierarchy for this skel mesh. |
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uint8: 1 |
bIgnoreMasterPoseComponentLOD |
This property is deprecated. Please use bIgnoreLeaderPoseComponentLOD instead |
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uint8: 1 |
bUseBoundsFromMasterPoseComponent |
This property is deprecated. Please use bUseBoundsFromLeaderPoseComponent instead |
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int32 |
ForcedLodModel |
Direct access to ForcedLodModel is deprecated. Please use its getter and setter instead. |
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TWeakObjectPtr<... |
MasterPoseComponent |
This property is deprecated. Please use LeaderPoseComponent instead |
|
uint8 & |
MeshComponentUpdateFlag |
MeshComponentUpdateFlag has been renamed VisibilityBasedAnimTickOption |
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int32 |
PredictedLODLevel |
Direct access to PredictedLODLevel has been deprecated and will be removed in a future version. Please use Get/SetPredictedLODLevel() accessors. |
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TObjectPtr< cla... |
SkeletalMesh |
Replaced by SkinnedAsset. Use GetSkinnedAsset()/SetSkinnedAsset() instead, or GetSkeletalMeshAsset/SetSkeletalMeshAsset() when called from a USkeletalMeshComponent. |
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WireframeColor_DEPRECATED |
Wireframe color |
Name | Description | ||
---|---|---|---|
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void |
AddSlavePoseComponent ( |
This method has been deprecated. Please use AddFollowerPoseComponent instead. |
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const TArray... |
GetMasterBoneMap() |
This method has been deprecated. Please use the GetLeaderBoneMap. |
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USkeletalMes... |
GetSkeletalMesh_DEPRECATED() |
Use USkeletalMeshComponent::GetSkeletalMeshAsset() or GetSkinnedAsset() instead. |
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const TArray... |
GetSlavePoseComponents() |
This method has been deprecated. Please use GetFollowerPoseComponents instead. |
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int32 |
GetVertexOffsetUsage ( |
GetVertexOffsetUsage() has been deprecated. Support will be dropped in the future. |
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void |
RefreshSlaveComponents() |
This method has been deprecated. Please use RefreshFollowerComponents instead. |
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void |
RemoveSlavePoseComponent ( |
This method has been deprecated. Please use RemoveFollowerPoseComponent instead. |
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void |
SetMasterPoseComponent ( |
This method has been deprecated. Please use SetLeaderPoseComponent instead. |
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void |
SetPostSkinningOffsets ( |
SetPostSkinningOffsets() has been deprecated. Support will be dropped in the future. |
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void |
SetPreSkinningOffsets ( |
SetPreSkinningOffsets() has been deprecated. Support will be dropped in the future. |
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void |
SetSkeletalMesh ( |
Use USkeletalMeshComponent::SetSkeletalMesh() or SetSkinnedAssetAndUpdate() instead. |
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void |
SetSkeletalMesh_DEPRECATED ( |
Use USkeletalMeshComponent::SetSkinnedAssetAndUpdate() instead. |
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void |
SetVertexOffsetUsage ( |
SetVertexOffsetUsage() has been deprecated. Support will be dropped in the future. |
|
void |
UpdateMasterBoneMap() |
This method has been deprecated. Please use UpdateLeaderBoneMap instead. |
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void |
UpdateSlaveComponent() |
This method has been deprecated. Please use UpdateFollowerComponent instead. |