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UE3:SkeletalMeshComponent internal variables (UDK)

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SkeletalMeshComponent internal variables in other games:
UT3
Other member categories for this class:
native functions, properties

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]

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


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]

Type: array<byte>

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]

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


ComposePass1RequiredBones[edit]

Type: array<byte>

Modifiers: native, const, transient

Required Bones array for 3 pass skeleton composing

ComposePass2RequiredBones[edit]

Type: array<byte>

Modifiers: native, const, transient


ComposePass3RequiredBones[edit]

Type: array<byte>

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]

Type: array<bool>

Modifiers: const, transient

Material corresponds to section. To show/hide each section, use this *

InstanceVertexWeightBones[edit]

Type: array<BonePair>

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]

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.

PostPhysSkelControlIndex[edit]

Type: array<byte>

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]

Type: array<byte>

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]

Type: array<byte>

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]

Type: array<int>

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]

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