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UE3:SkeletalMeshComponent internal variables (UT3)

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SkeletalMeshComponent internal variables in other games:
UDK
Other member categories for this class:
native functions

Internal variables[edit]

ActiveMorphs[edit]

Type: array<ActiveMorph>

Array indicating all active MorphTargets. This array is updated inside UpdateSkelPose based on the AnimTree's st of MorphNodes.

AnimTickArray[edit]

Type: array<AnimNode>

Modifiers: const, transient

Array of all AnimNodes in entire tree, in the order they should be ticked - that is, all parents appear before a child.

AttachedToSkelComponent[edit]

Type: SkeletalMeshComponent

The SkeletalMeshComponent that this one is possibly attached to.

Attachments[edit]

Type: array<Attachment>

Modifiers: duplicatetransient, const


bAnimTreeInitialised[edit]

Type: bool

Modifiers: const, transient

If true, AnimTree has been initialised.

bCacheAnimSequenceNodes[edit]

Type: bool

Should anim sequence nodes cache the calculated values when not actually playing an animation?

Default value: True

bChartDistanceFactor[edit]

Type: bool

If true, DistanceFactor for this SkeletalMeshComponent will be added to global chart.

bDisableWarningWhenAnimNotFound[edit]

Type: bool

Disable warning when an AnimSequence is not found. FALSE by default.

bDisplayBones[edit]

Type: int

Draw the skeleton hierarchy for this skel mesh.

bForceMeshObjectUpdates[edit]

Type: bool

Should the mesh object be updated even when the component hasn't recently been rendered (fixes popping for cinematic cuts)

bForceRawOffset[edit]

Type: int


bForceRefpose[edit]

Type: int

If true, force the mesh into the reference pose - is an optimization.

bForceWireframe[edit]

Type: int

Forces the mesh to draw in wireframe mode.

bHasHadPhysicsBlendedIn[edit]

Type: bool

Modifiers: const

Used for consistency checking. Indicates that the results of physics have been blended into SpaceBases this frame.

bHideSkin[edit]

Type: int


bIgnoreControllers[edit]

Type: int


bIgnoreControllersWhenNotRendered[edit]

Type: bool

If true, do not apply any SkelControls when owner has not been rendered recently.

bNoSkeletonUpdate[edit]

Type: int

Skip UpdateSkelPose.

bNotUpdatingKinematicDueToDistance[edit]

Type: bool

Modifiers: const

If this is true, we are not updating kinematic bones and motors based on animation because the skeletal mesh is too far from any viewer.

bOldForceRefPose[edit]

Type: int

If bForceRefPose was set last tick.

bOverrideAttachmentOwnerVisibility[edit]

Type: bool

if set, components that are attached to us have their bOwnerNoSee and bOnlyOwnerSee properties overridden by ours

bPauseAnims[edit]

Type: bool

pauses this component's animations (doesn't tick them)

bRequiredBonesUpToDate[edit]

Type: int

Modifiers: transient


bRMMOneFrameDelay[edit]

Type: int

Modifiers: const

Handle one frame delay with PendingRMM

bRootMotionExtractedNotify[edit]

Type: bool

if TRUE, the event RootMotionExtracted() will be called on this owning actor, after root motion has been extracted, and before it's been used. This notification can be used to alter extracted root motion before it is forwarded to physics.

bRootMotionModeChangeNotify[edit]

Type: bool

if TRUE, notify owning actor of root motion mode changes. This calls the Actor.RootMotionModeChanged() event. This is useful for synchronizing movements. For intance, when using RMM_Translate, and the event is called, we know that root motion will kick in on next frame. It is possible to kill in-game physics, and then use root motion seemlessly.

bShowPrePhysBones[edit]

Type: int

Bool that enables debug drawing of the skeleton before it is passed to the physics. Useful for debugging animation-driven physics.

bSkelCompFixed[edit]

Type: bool

Modifiers: const

Indicates whether this SkeletalMeshComponent is currently considered 'fixed' (ie kinematic)

bSkipAllUpdateWhenPhysicsAsleep[edit]

Type: bool

When true, if owned by a PHYS_RigidBody Actor, skip all update (bones and bounds) when physics are asleep.

bTransformFromAnimParent[edit]

Type: int


Default value: 1

bUpdateSkelWhenNotRendered[edit]

Type: bool

if true, update skeleton/attachments even when our Owner has not been rendered recently

Note: you can use ForceSkelUpdate() to force an update

Default value: True

bUseRawData[edit]

Type: bool

Modifiers: const

If TRUE, force usage of raw animation data when animating this skeletal mesh; if FALSE, use compressed data.

bUseSingleBodyPhysics[edit]

Type: int

Modifiers: const


CachedAtomsTag[edit]

Type: int

Modifiers: const, transient


CachedFaceFXAudioComp[edit]

Type: AudioComponent

The audio component that we are using to play audio for a facial animation. Assigned in PlayFaceFXAnim and cleared in StopFaceFXAnim.

ClothDirtyBufferFlag[edit]

Type: int

flags to indicate which buffers were recently updated by the cloth simulation.

ClothMeshIndexData[edit]

Type: array<int>

Modifiers: const


ClothMeshNormalData[edit]

Type: array<Object.Vector>

Modifiers: const


ClothMeshParentData[edit]

Type: array<int>

Modifiers: const

Cloth parent indices contain the index of the original vertex when a vertex is created during tearing.

If it is an original vertex then the parent index is the same as the vertex index.

ClothMeshPosData[edit]

Type: array<Object.Vector>

Modifiers: const


ClothMeshWeldedIndexData[edit]

Type: array<int>

Modifiers: const, native, transient


ClothMeshWeldedNormalData[edit]

Type: array<Object.Vector>

Modifiers: const, native, transient


ClothMeshWeldedPosData[edit]

Type: array<Object.Vector>

Modifiers: const, native, transient

buffers used for reverse lookups to unweld vertices to support wrapped UVs.

ClothSim[edit]

Type: pointer

Modifiers: const, native, transient


FaceFXActorInstance[edit]

Type: pointer

Modifiers: transient, native

The FaceFX actor instance associated with the skeletal mesh component.

FramesPhysicsAsleep[edit]

Type: int

Modifiers: transient

Used to keep track of how many frames physics has been asleep for (when using PHYS_RigidBody).

LimitMaterial[edit]

Type: Material


LocalAtoms[edit]

Type: array<AnimNode.BoneAtom>

Modifiers: native, transient, const

Temporary array of local-space (ie relative to parent bone) rotation/translation for each bone.

MaxDistanceFactor[edit]

Type: float

Modifiers: const

High (best) DistanceFactor that was desired for rendering this SkeletalMesh last frame. Represents how big this mesh was in screen space

MeshObject[edit]

Type: pointer

Modifiers: native, transient, const


MinDistFactorForKinematicUpdate[edit]

Type: float

If non-zero, skeletal mesh component will not update kinematic bones and bone springs when distance factor is greater than this (or has not been rendered for a while). This also turns off BlockRigidBody, so you do not get collisions with 'left behind' ragdoll setups.

NumClothMeshIndices[edit]

Type: int


NumClothMeshParentIndices[edit]

Type: int


NumClothMeshVerts[edit]

Type: int


OldPendingRMM[edit]

Type: ERootMotionMode


OldPredictedLODLevel[edit]

Type: int

LOD level from previous frame, so we can detect changes in LOD to recalc required bones

ParentBoneMap[edit]

Type: array<int>

Modifiers: native, transient, const

Mapping between bone indices in this component and the parent one. Each element is the index of the bone in the ParentAnimComponent. Size should be the same as SkeletalMesh.RefSkeleton size (ie number of bones in this skeleton).

PendingRMM[edit]

Type: ERootMotionMode


PhysicsAssetInstance[edit]

Type: PhysicsAssetInstance

Modifiers: const, transient, editinline, export

Any instanced physics engine information for this SkeletalMeshComponent. This is only required when you want to run physics or you want physical interaction with this skeletal mesh.

PhysicsBlendZeroDriftBoneName[edit]

Type: name

When blending in physics, translate data from physics so that this bone aligns with its current graphics position. Can be useful for hacking 'frame behind' issues.

PredictedLODLevel[edit]

Type: int


PreviousRMM[edit]

Type: ERootMotionMode

Modifiers: const

Previous Root Motion Mode, to catch changes

Default value: RMM_Ignore

RequiredBones[edit]

Type: array<byte>

Modifiers: native, transient, const

Temporary array of bone indices required this frame. Filled in by UpdateSkelPose.

RootBoneTranslation[edit]

Type: Object.Vector

Modifiers: const, transient

Offset of the root bone from the reference pose. Used to offset bounding box.

RootMotionAccelScale[edit]

Type: Object.Vector

Scale applied in physics when RootMotionMode == RMM_Accel

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

RootMotionDelta[edit]

Type: AnimNode.BoneAtom

Modifiers: const, transient

Root Motion extracted from animation.

RootMotionVelocity[edit]

Type: Object.Vector

Modifiers: transient

Root Motion velocity for this frame, set from RootMotionDelta.

SceneIndex[edit]

Type: int

Modifiers: const, native, transient


SkelControlIndex[edit]

Type: array<byte>

Modifiers: transient, const


SpaceBases[edit]

Type: array<Object.Matrix>

Modifiers: native, transient, const

Temporary array of of component-space bone matrices, update each frame and used for rendering the mesh.

TemporarySavedAnimSets[edit]

Type: array<AnimSet>

Modifiers: native, transient, const

Temporary array of AnimSets that are used as a backup target when the engine needs to temporarily modify the actor's animation set list. (e.g. Matinee playback)

TickTag[edit]

Type: int

Modifiers: const, transient