Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:SkeletalMeshComponent (UT3)
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> SkeletalMeshComponent |
Contents
- 1 Properties
- 1.1 Property group 'Cloth'
- 1.1.1 bAttachClothVertsToBaseBody
- 1.1.2 bAutoFreezeClothWhenNotRendered
- 1.1.3 bClothBaseVelClamp
- 1.1.4 bClothFrozen
- 1.1.5 bDisableClothCollision
- 1.1.6 bEnableClothSimulation
- 1.1.7 ClothAttachmentTearFactor
- 1.1.8 ClothBaseVelClampRange
- 1.1.9 ClothBlendWeight
- 1.1.10 ClothExternalForce
- 1.1.11 ClothForceScale
- 1.1.12 ClothRBChannel
- 1.1.13 ClothRBCollideWithChannels
- 1.1.14 ClothWind
- 1.2 Property group 'SkeletalMeshComponent'
- 1.2.1 Animations
- 1.2.2 AnimSets
- 1.2.3 AnimTreeTemplate
- 1.2.4 bDisableFaceFXMaterialInstanceCreation
- 1.2.5 bEnableFullAnimWeightBodies
- 1.2.6 bForceDiscardRootMotion
- 1.2.7 bForceUpdateAttachmentsInTick
- 1.2.8 bHasPhysicsAssetInstance
- 1.2.9 bPerBoneVolumeEffects
- 1.2.10 bSyncActorLocationToRootRigidBody
- 1.2.11 bUpdateJointsFromAnimation
- 1.2.12 bUpdateKinematicBonesFromAnimation
- 1.2.13 FaceFXBlendMode
- 1.2.14 ForcedLodModel
- 1.2.15 GlobalAnimRateScale
- 1.2.16 MorphSets
- 1.2.17 ParentAnimComponent
- 1.2.18 PhysicsAsset
- 1.2.19 PhysicsWeight
- 1.2.20 RootMotionMode
- 1.2.21 RootMotionRotationMode
- 1.2.22 SkeletalMesh
- 1.2.23 WireframeColor
- 1.3 Internal variables
- 1.4 Default values
- 1.1 Property group 'Cloth'
- 2 Enums
- 3 Structs
- 4 Functions
- Package:
- Engine
- Direct subclasses:
- MaterialEditorSkeletalMeshComponent, ASVSkelComponent, AnimTreeEdSkelComponent, FaceFXStudioSkelComponent, PhATSkeletalMeshComponent, UTGibSkeletalMeshComponent, UTSkeletalMeshComponent
- This class in other games:
- UDK
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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'Cloth'
bAttachClothVertsToBaseBody
Type: bool
If true, fixed verts of the cloth are attached in the physics to the physics body that this components actor is attached to.
bAutoFreezeClothWhenNotRendered
Type: bool
If true, cloth will automatically have bClothFrozen set when it is not rendered, and have it turned off when it is seen.
bClothBaseVelClamp
Type: bool
It true, clamp velocity of cloth particles to be within ClothOwnerVelClampRange of Base velocity.
bClothFrozen
Type: bool
Modifiers: const
If true, cloth is 'frozen' and no simulation is taking place for it, though it will keep its shape.
bDisableClothCollision
Type: bool
Modifiers: const
Turns off all cloth collision so not checks are done (improves performance).
bEnableClothSimulation
Type: bool
Modifiers: const
Whether cloth simulation should currently be used on this SkeletalMeshComponent.
See: SetEnableClothSimulation
ClothAttachmentTearFactor
Type: float
Modifiers: const
The cloth tear factor for this SkeletalMeshComponent, negative values take the tear factor from the SkeletalMesh. Note: UpdateClothParams() should be called after modification so that the changes are reflected in the simulation.
Default value: -1.0
ClothBaseVelClampRange
Type: Object.Vector
Amount of variance from base's velocity the cloth is allowed.
ClothBlendWeight
Type: float
How much to blend in results from cloth simulation with results from regular skinning.
Default value: 1.0
ClothExternalForce
Type: Object.Vector
Modifiers: const
Constant force applied to all vertices in the cloth.
ClothForceScale
Type: float
Modifiers: const
How much force to apply to cloth, in relation to the force(from a force field) applied to rigid bodies(zero applies no force to cloth, 1 applies the same)
ClothRBChannel
Type: PrimitiveComponent.ERBCollisionChannel
Modifiers: const
Enum indicating what type of object this cloth should be considered for rigid body collision.
Default value: RBCC_Cloth
ClothRBCollideWithChannels
Type: PrimitiveComponent.RBCollisionChannelContainer
Modifiers: const
Types of objects that this cloth will collide with.
ClothWind
Type: Object.Vector
'Wind' force applied to cloth. Force on each vertex is based on the dot product between the wind vector and the surface normal.
Property group 'SkeletalMeshComponent'
Animations
Type: AnimNode
Modifiers: const, editinline, export
This is the unique instance of the AnimTree used by this SkeletalMeshComponent. THIS SHOULD NEVER POINT TO AN ANIMTREE IN A CONTENT PACKAGE.
AnimSets
The set of AnimSets that will be looked in to find a particular sequence, specified by name in an AnimNodeSequence. Array is search from last to first element, so you can replace a particular sequence but putting a set containing the new version later in the array. You will need to call SetAnim again on nodes that may be affected by any changes you make to this array.
AnimTreeTemplate
Type: AnimTree
Modifiers: const
This should point to the AnimTree in a content package. BeginPlay on this SkeletalMeshComponent will instance (copy) the tree and assign the instance to the Animations pointer.
bDisableFaceFXMaterialInstanceCreation
Type: bool
If true, FaceFX will not automatically create material instances.
bEnableFullAnimWeightBodies
Type: bool
Enables blending in of physics bodies with the bAlwaysFullAnimWeight flag set.
bForceDiscardRootMotion
Type: bool
force root motion to be discarded, no matter what the AnimNodeSequence(s) are set to do
bForceUpdateAttachmentsInTick
Type: bool
If true, attachments will be updated twice a frame - once in Tick and again when UpdateTransform is called. This can resolve some 'frame behind' issues if an attachment need to be in the correct location for it's Tick, but at a cost.
bHasPhysicsAssetInstance
Type: bool
Modifiers: const
Indicates whether this SkeletalMeshComponent should have a physics engine representation of its state.
See: SetHasPhysicsAssetInstance
bPerBoneVolumeEffects
Type: bool
If true, when this skeletal mesh overlaps a physics volume, each body of it will be tested against the volume, so only limbs actually in the volume will be affected. Useful when gibbing bodies.
bSyncActorLocationToRootRigidBody
Type: bool
If true, will move the Actors Location to match the root rigid body location when in PHYS_RigidBody.
Default value: True
bUpdateJointsFromAnimation
Type: bool
If we should pass joint position to joints each frame, so that they can be used by motorized joints to drive the ragdoll based on the animation.
bUpdateKinematicBonesFromAnimation
Type: bool
If we are running physics, should we update bFixed bones based on the animation bone positions.
Default value: True
FaceFXBlendMode
Type: EFaceFXBlendMode
How FaceFX transforms should be blended with skeletal mesh
Default value: FXBM_Additive
ForcedLodModel
Type: int
if 0, auto-select LOD level. if >0, force to (ForcedLodModel-1)
GlobalAnimRateScale
Type: float
Used to scale speed of all animations on this skeletal mesh.
Default value: 1.0
MorphSets
Type: array<MorphTargetSet>
Array of MorphTargetSets that will be looked in to find a particular MorphTarget, specified by name. It is searched in the same way as the AnimSets array above.
ParentAnimComponent
Type: SkeletalMeshComponent
Modifiers: const
If set, this SkeletalMeshComponent will not use its Animations pointer to do its own animation blending, but will use the SpaceBases array in the ParentAnimComponent. This is used when constructing a character using multiple skeletal meshes sharing the same skeleton within the same Actor.
PhysicsAsset
Type: PhysicsAsset
Modifiers: const
Physics and collision information used for this SkeletalMesh, set up in PhAT. This is used for per-bone hit detection, accurate bounding box calculation and ragdoll physics for example.
PhysicsWeight
Type: float
Influence of rigid body physics on the mesh's pose (0.0 == use only animation, 1.0 == use only physics)
RootMotionMode
Type: ERootMotionMode
Default value: RMM_Ignore
RootMotionRotationMode
Type: ERootMotionRotationMode
SkeletalMesh
Type: SkeletalMesh
The skeletal mesh used by this component.
WireframeColor
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 28 |
G | 221 |
R | 221 |
Internal variables
See SkeletalMeshComponent internal variables.
Default values
Property | Value |
---|---|
TickGroup | TG_PreAsyncWork |
Enums
EFaceFXBlendMode
- 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
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.
ERootMotionMode
- 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
ERootMotionRotationMode
Root Motion Rotation mode
- RMRM_Ignore
- Ignore rotation delta passed from animation.
- RMRM_RotateActor
- Apply rotation delta to actor
Structs
ActiveMorph
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
- ActorComponent Component
- name BoneName
- Object.Vector RelativeLocation
- Object.Rotator RelativeRotation
- Object.Vector RelativeScale
Default values:
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
RelativeScale |
|
Functions
Iterator functions
AllAnimNodes
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
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
See SkeletalMeshComponent native functions.
Other instance functions
GetAnimLength
Returns the duration (in seconds) for a named AnimSequence. Returns 0.f if no animation.
GetAnimRateByDuration
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
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
StopAnim
simple generic case animation stopper requires that the one and only animation node in the AnimTree is an AnimNodeSequence