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UE3:SkeletalMeshComponent internal variables (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> SkeletalMeshComponent (internal variables) |
Contents
- 1 Internal variables
- 1.1 ActiveCurveMorphs
- 1.2 ActiveMorphs
- 1.3 AnimTickArray
- 1.4 AttachedToSkelComponent
- 1.5 Attachments
- 1.6 bAlwaysUseInstanceWeights
- 1.7 bAnimTreeInitialised
- 1.8 bCacheAnimSequenceNodes
- 1.9 bChartDistanceFactor
- 1.10 bDisableWarningWhenAnimNotFound
- 1.11 bDisplayBones
- 1.12 bEnableLineCheckWithBounds
- 1.13 bForceMeshObjectUpdate
- 1.14 bForceMeshObjectUpdates
- 1.15 bForceRawOffset
- 1.16 bForceRefpose
- 1.17 bForceWireframe
- 1.18 bHasHadPhysicsBlendedIn
- 1.19 bHideSkin
- 1.20 bIgnoreControllers
- 1.21 bIgnoreControllersWhenNotRendered
- 1.22 bNeedsInstanceWeightUpdate
- 1.23 bNeedsToDeleteHitMask
- 1.24 bNotUpdatingKinematicDueToDistance
- 1.25 bOldForceRefPose
- 1.26 BoneVisibility
- 1.27 bOverrideAttachmentOwnerVisibility
- 1.28 bPauseAnims
- 1.29 bRecentlyRendered
- 1.30 bRequiredBonesUpToDate
- 1.31 bRMMOneFrameDelay
- 1.32 bRootMotionExtractedNotify
- 1.33 bRootMotionModeChangeNotify
- 1.34 bShowPrePhysBones
- 1.35 bSkelCompFixed
- 1.36 bSkipAllUpdateWhenPhysicsAsleep
- 1.37 bTickAnimNodesWhenNotRendered
- 1.38 bTransformFromAnimParent
- 1.39 bUpdateComposeSkeletonPasses
- 1.40 bUpdatedFixedClothVerts
- 1.41 bUseRawData
- 1.42 bUseSingleBodyPhysics
- 1.43 CachedAtomsTag
- 1.44 CachedFaceFXAudioComp
- 1.45 ClothDirtyBufferFlag
- 1.46 ClothDynamicBlendWeight
- 1.47 ClothMeshIndexData
- 1.48 ClothMeshNormalData
- 1.49 ClothMeshParentData
- 1.50 ClothMeshPosData
- 1.51 ClothMeshWeldedIndexData
- 1.52 ClothMeshWeldedNormalData
- 1.53 ClothMeshWeldedPosData
- 1.54 ClothSim
- 1.55 ComposePass1RequiredBones
- 1.56 ComposePass2RequiredBones
- 1.57 ComposePass3RequiredBones
- 1.58 FaceFXActorInstance
- 1.59 FramesPhysicsAsleep
- 1.60 FrozenLocalToWorldPos
- 1.61 FrozenLocalToWorldRot
- 1.62 HiddenMaterials
- 1.63 InstanceVertexWeightBones
- 1.64 LastClothLocation
- 1.65 LimitMaterial
- 1.66 LineCheckBoundsScale
- 1.67 LocalAtoms
- 1.68 MaxDistanceFactor
- 1.69 MeshObject
- 1.70 MinDistFactorForKinematicUpdate
- 1.71 MorphTargetIndexMap
- 1.72 NumClothMeshIndices
- 1.73 NumClothMeshParentIndices
- 1.74 NumClothMeshVerts
- 1.75 NumSoftBodyTetraIndices
- 1.76 NumSoftBodyTetraVerts
- 1.77 OldPendingRMM
- 1.78 OldPredictedLODLevel
- 1.79 ParentBoneMap
- 1.80 PendingRMM
- 1.81 PhysicsAssetInstance
- 1.82 PostPhysSkelControlIndex
- 1.83 PredictedLODLevel
- 1.84 PreviousRMM
- 1.85 ProgressiveDrawingFraction
- 1.86 RequiredBones
- 1.87 RootBoneTranslation
- 1.88 RootMotionAccelScale
- 1.89 RootMotionDelta
- 1.90 RootMotionVelocity
- 1.91 SceneIndex
- 1.92 SkelControlIndex
- 1.93 SoftBodyASVPlane
- 1.94 SoftBodySceneIndex
- 1.95 SoftBodySim
- 1.96 SoftBodyTetraIndexData
- 1.97 SoftBodyTetraPosData
- 1.98 SpaceBases
- 1.99 TemporarySavedAnimSets
- 1.100 TickTag
- SkeletalMeshComponent internal variables in other games:
- UT3
- Other member categories for this class:
- native functions, properties
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Internal variables[edit]
ActiveCurveMorphs[edit]
Type: array<ActiveMorph>
Modifiers: transient
Array indicating all active MorphTargets. This array is updated inside UpdateSkelPose based on the AnimTree's st of MorphNodes.
ActiveMorphs[edit]
Type: array<ActiveMorph>
Modifiers: transient
Array indicating all active MorphTargets. This array is updated inside UpdateSkelPose based on the AnimTree's st of MorphNodes.
AnimTickArray[edit]
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
bAlwaysUseInstanceWeights[edit]
Type: bool
Modifiers: const, transient
If TRUE, always use instanced vertex influences for this mesh
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.
bEnableLineCheckWithBounds[edit]
Type: bool
If TRUE, line checks will test against the bounding box of this skeletal mesh component and return a hit if there is a collision.
bForceMeshObjectUpdate[edit]
Type: bool
Modifiers: transient
If TRUE, UpdateTransform will always result in a call to MeshObject->Update.
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.
bNeedsInstanceWeightUpdate[edit]
Type: bool
Modifiers: const, transient
If TRUE, update the instanced vertex influences for this mesh during the next update
bNeedsToDeleteHitMask[edit]
Type: bool
Modifiers: const, transient
if TRUE, when detach, send message to renderthread to delete this component from hit mask list *
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.
BoneVisibility[edit]
Modifiers: transient, const
Array of bone visibilities.
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)
bRecentlyRendered[edit]
Type: bool
TRUE if mesh has been recently rendered, FALSE otherwise Setting bUpdateSkelWhenNotRendered has the effect of setting this to TRUE all the time.
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. This is a very top level optimization flag for things we know are just physics (e.g. Kassets). Lots of things have physics on them that are asleep while the actor moves around the level and then are woken up. Setting this flag to true will stop those actors from having any updates which is not what we want in the general case.
bTickAnimNodesWhenNotRendered[edit]
Type: bool
If true, tick anim nodes even when our Owner has not been rendered recently
Default value: True
bTransformFromAnimParent[edit]
Type: int
Default value: 1
bUpdateComposeSkeletonPasses[edit]
Type: bool
Modifiers: const, transient
TRUE if it needs to rebuild the required bones array for multi pass compose
bUpdatedFixedClothVerts[edit]
Type: bool
Whether we've updated fixed cloth verts since last attachment.
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
Only instance Root Bone rigid body for physics. Mostly used by Vehicles. Other Rigid Bodies are ignored for physics, but still considered for traces.
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.
ClothDynamicBlendWeight[edit]
Type: float
Cloth blend weight, controlled by distance from camera.
ClothMeshIndexData[edit]
Modifiers: const
ClothMeshNormalData[edit]
Type: array<Object.Vector>
Modifiers: const
ClothMeshParentData[edit]
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]
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
ComposePass1RequiredBones[edit]
Modifiers: native, const, transient
Required Bones array for 3 pass skeleton composing
ComposePass2RequiredBones[edit]
Modifiers: native, const, transient
ComposePass3RequiredBones[edit]
Modifiers: native, const, 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).
FrozenLocalToWorldPos[edit]
Type: Object.Vector
Modifiers: const
The state of the LocalToWorld pos at the point the cloth was frozen.
FrozenLocalToWorldRot[edit]
Type: Object.Rotator
Modifiers: const
The state of the LocalToWorld rotation at the point the cloth was frozen.
HiddenMaterials[edit]
Modifiers: const, transient
Material corresponds to section. To show/hide each section, use this *
InstanceVertexWeightBones[edit]
Modifiers: native, transient, const
LastClothLocation[edit]
Type: Object.Vector
Modifiers: const, transient
Last location of our owner/base for checking MinDistanceForClothReset.
LimitMaterial[edit]
Type: Material
LineCheckBoundsScale[edit]
Type: Object.Vector
If bEnableLineCheckWithBounds is TRUE, scale the bounds by this value before doing line check.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
LocalAtoms[edit]
Type: array<Object.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
Cache all AnimNodeSlots.
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. Items will fall through the world if you move too far away from them and they are in RigigBody.
MorphTargetIndexMap[edit]
Type: Map{FName, UMorphTarget*}
Modifiers: const, native
Map of morph target to name *
NumClothMeshIndices[edit]
Type: int
NumClothMeshParentIndices[edit]
Type: int
NumClothMeshVerts[edit]
Type: int
NumSoftBodyTetraIndices[edit]
Type: int
Number of tetrahedron indices of the soft-body mesh (equal to four times the number of tetrahedra).
NumSoftBodyTetraVerts[edit]
Type: int
Number of tetrahedron vertices of the soft-body mesh.
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]
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.
PostPhysSkelControlIndex[edit]
Modifiers: transient, const
PredictedLODLevel[edit]
Type: int
PreviousRMM[edit]
Type: ERootMotionMode
Modifiers: const
Previous Root Motion Mode, to catch changes
Default value: RMM_Ignore
ProgressiveDrawingFraction[edit]
Type: float
Modifiers: transient
Editor only. Used for visualizing drawing order in Animset Viewer. If < 1.0, only the specified fraction of triangles will be rendered
RequiredBones[edit]
Modifiers: native, const, transient
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: Object.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]
Modifiers: transient, const
SoftBodyASVPlane[edit]
Type: pointer
Modifiers: const, native, transient
Pointer to the Novodex plane-actor used when previewing the soft-body in the AnimSet Editor.
SoftBodySceneIndex[edit]
Type: int
Modifiers: const, native, transient
Index of the Novodex scene the soft-body resides in.
SoftBodySim[edit]
Type: pointer
Modifiers: const, native, transient
Pointer to the simulated NxSoftBody object.
SoftBodyTetraIndexData[edit]
Modifiers: const
Buffer of the updated tetrahedron-indices.
SoftBodyTetraPosData[edit]
Type: array<Object.Vector>
Modifiers: const
Buffer of the updated tetrahedron-vertex positions.
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]
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