Always snap to grid
UE3:SkeletalMeshComponent (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> SkeletalMeshComponent |
Contents
- Package:
- Engine
- Direct subclasses:
- AnimTreeEdSkelComponent, ASVSkelComponent, FaceFXStudioSkelComponent, MaterialEditorSkeletalMeshComponent, PhATSkeletalMeshComponent, UTGibSkeletalMeshComponent, UTSkeletalMeshComponent
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties[edit]
See SkeletalMeshComponent properties.
Enums[edit]
EFaceFXBlendMode[edit]
- FXBM_Overwrite
- Face FX overwrites relevant bones on skeletal mesh.
Default.
- FXBM_Additive
- Face FX transforms are relative to ref skeleton and added
in parent bone space.
EFaceFXRegOp[edit]
The valid FaceFX register operations.
- FXRO_Add
- Add the register value with the Face Graph node value.
- FXRO_Multiply
- Multiply the register value with the Face Graph node value.
- FXRO_Replace
- Replace the Face Graph node value with the register value.
EPhysBodyOp[edit]
PhysicsBody options when bone is hiddne
- PBO_None
- don't do anything
- PBO_Term
- terminate - if you terminate, you won't be able to re-init when unhidden
- PBO_Disable
- disable collision - it will enable collision when unhidden
ERootMotionMode[edit]
- RMM_Translate
- move actor with root motion
- RMM_Velocity
- extract magnitude from root motion, and limit max Actor velocity with it.
- RMM_Ignore
- do nothing
- RMM_Accel
- extract velocity from root motion and use it to derive acceleration of the Actor
- RMM_Relative
- if bHardAttach is used, then affect relative location instead of location.
ERootMotionRotationMode[edit]
Root Motion Rotation mode
- RMRM_Ignore
- Ignore rotation delta passed from animation.
- RMRM_RotateActor
- Apply rotation delta to actor
Structs[edit]
ActiveMorph[edit]
Struct used to indicate one active morph target that should be applied to this SkeletalMesh when rendered.
- MorphTarget Target
- The morph target that we want to apply.
- float Weight
- Strength of the morph target, between 0.0 and 1.0
Attachment[edit]
- ActorComponent Component
- name BoneName
- Object.Vector RelativeLocation
- Object.Rotator RelativeRotation
- Object.Vector RelativeScale
Default values:
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
RelativeScale |
|
BonePair[edit]
Set of bones which will be used to find vertices to switch to using instanced influence weights instead of the default skeletal mesh weighting.
- name Bones[2]
Functions[edit]
Iterator functions[edit]
AllAnimNodes[edit]
returns all AnimNodes in the animation tree that are the specfied class or a subclass
Parameters:
- BaseClass - base class to return
- Node - out) the returned AnimNode for each iteration
AttachedComponents[edit]
returns all attached components that are of the specified class or a subclass
Parameters:
- BaseClass - the base class of ActorComponent to return
- out - OutComponent the returned ActorComponent for each iteration
Native functions[edit]
See SkeletalMeshComponent native functions.
Events[edit]
PlayParticleEffect[edit]
Called by AnimNotify_PlayParticleEffect Looks for a socket name first then bone name
Parameters:
- AnimNotifyData - The AnimNotify_PlayParticleEffect which will have all of the various params on it
Other instance functions[edit]
BreakConstraint[edit]
Break a constraint off a Gore mesh.
GetAnimLength[edit]
Returns the duration (in seconds) for a named AnimSequence. Returns 0.f if no animation.
GetAnimRateByDuration[edit]
Finds play Rate for a named AnimSequence to match a specified Duration in seconds.
Parameters:
- AnimSeqName - Name of AnimSequence to look for.
- Duration - in seconds to match
Returns:
- play rate of animation, so it plays in <duration> seconds.
PlayAnim[edit]
simple generic case animation player requires that the one and only animation node in the AnimTree is an AnimNodeSequence
Parameters:
- AnimName - name of the animation to play
- Duration - optional) override duration for the animation
- bLoop - optional) whether the animation should loop
- bRestartIfAlreadyPlaying - whether or not to restart the animation if the specified anim is already playing
- StartTime - optional) What time to start the animation at
- bPlayBackwards - optional) Play this animation backwards
SkelMeshCompOnParticleSystemFinished[edit]
We so we detach the Component once we are done playing it *
StopAnim[edit]
simple generic case animation stopper requires that the one and only animation node in the AnimTree is an AnimNodeSequence