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UE3:SkeletalMeshComponent internal variables (UT3)
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> SkeletalMeshComponent (internal variables) |
Contents
- 1 Internal variables
- 1.1 ActiveMorphs
- 1.2 AnimTickArray
- 1.3 AttachedToSkelComponent
- 1.4 Attachments
- 1.5 bAnimTreeInitialised
- 1.6 bCacheAnimSequenceNodes
- 1.7 bChartDistanceFactor
- 1.8 bDisableWarningWhenAnimNotFound
- 1.9 bDisplayBones
- 1.10 bForceMeshObjectUpdates
- 1.11 bForceRawOffset
- 1.12 bForceRefpose
- 1.13 bForceWireframe
- 1.14 bHasHadPhysicsBlendedIn
- 1.15 bHideSkin
- 1.16 bIgnoreControllers
- 1.17 bIgnoreControllersWhenNotRendered
- 1.18 bNoSkeletonUpdate
- 1.19 bNotUpdatingKinematicDueToDistance
- 1.20 bOldForceRefPose
- 1.21 bOverrideAttachmentOwnerVisibility
- 1.22 bPauseAnims
- 1.23 bRequiredBonesUpToDate
- 1.24 bRMMOneFrameDelay
- 1.25 bRootMotionExtractedNotify
- 1.26 bRootMotionModeChangeNotify
- 1.27 bShowPrePhysBones
- 1.28 bSkelCompFixed
- 1.29 bSkipAllUpdateWhenPhysicsAsleep
- 1.30 bTransformFromAnimParent
- 1.31 bUpdateSkelWhenNotRendered
- 1.32 bUseRawData
- 1.33 bUseSingleBodyPhysics
- 1.34 CachedAtomsTag
- 1.35 CachedFaceFXAudioComp
- 1.36 ClothDirtyBufferFlag
- 1.37 ClothMeshIndexData
- 1.38 ClothMeshNormalData
- 1.39 ClothMeshParentData
- 1.40 ClothMeshPosData
- 1.41 ClothMeshWeldedIndexData
- 1.42 ClothMeshWeldedNormalData
- 1.43 ClothMeshWeldedPosData
- 1.44 ClothSim
- 1.45 FaceFXActorInstance
- 1.46 FramesPhysicsAsleep
- 1.47 LimitMaterial
- 1.48 LocalAtoms
- 1.49 MaxDistanceFactor
- 1.50 MeshObject
- 1.51 MinDistFactorForKinematicUpdate
- 1.52 NumClothMeshIndices
- 1.53 NumClothMeshParentIndices
- 1.54 NumClothMeshVerts
- 1.55 OldPendingRMM
- 1.56 OldPredictedLODLevel
- 1.57 ParentBoneMap
- 1.58 PendingRMM
- 1.59 PhysicsAssetInstance
- 1.60 PhysicsBlendZeroDriftBoneName
- 1.61 PredictedLODLevel
- 1.62 PreviousRMM
- 1.63 RequiredBones
- 1.64 RootBoneTranslation
- 1.65 RootMotionAccelScale
- 1.66 RootMotionDelta
- 1.67 RootMotionVelocity
- 1.68 SceneIndex
- 1.69 SkelControlIndex
- 1.70 SpaceBases
- 1.71 TemporarySavedAnimSets
- 1.72 TickTag
- SkeletalMeshComponent internal variables in other games:
- UDK
- Other member categories for this class:
- native functions
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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]
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]
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
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]
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]
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]
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]
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