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UE3:SkeletalMeshComponent internal variables (UT3)

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SkeletalMeshComponent internal variables in other games:
UDK
Other member categories for this class:
native functions

Internal variables

ActiveMorphs

Type: array<ActiveMorph>

Array indicating all active MorphTargets. This array is updated inside UpdateSkelPose based on the AnimTree's st of MorphNodes.

AnimTickArray

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

Type: SkeletalMeshComponent

The SkeletalMeshComponent that this one is possibly attached to.

Attachments

Type: array<Attachment>

Modifiers: duplicatetransient, const


bAnimTreeInitialised

Type: bool

Modifiers: const, transient

If true, AnimTree has been initialised.

bCacheAnimSequenceNodes

Type: bool

Should anim sequence nodes cache the calculated values when not actually playing an animation?

Default value: True

bChartDistanceFactor

Type: bool

If true, DistanceFactor for this SkeletalMeshComponent will be added to global chart.

bDisableWarningWhenAnimNotFound

Type: bool

Disable warning when an AnimSequence is not found. FALSE by default.

bDisplayBones

Type: int

Draw the skeleton hierarchy for this skel mesh.

bForceMeshObjectUpdates

Type: bool

Should the mesh object be updated even when the component hasn't recently been rendered (fixes popping for cinematic cuts)

bForceRawOffset

Type: int


bForceRefpose

Type: int

If true, force the mesh into the reference pose - is an optimization.

bForceWireframe

Type: int

Forces the mesh to draw in wireframe mode.

bHasHadPhysicsBlendedIn

Type: bool

Modifiers: const

Used for consistency checking. Indicates that the results of physics have been blended into SpaceBases this frame.

bHideSkin

Type: int


bIgnoreControllers

Type: int


bIgnoreControllersWhenNotRendered

Type: bool

If true, do not apply any SkelControls when owner has not been rendered recently.

bNoSkeletonUpdate

Type: int

Skip UpdateSkelPose.

bNotUpdatingKinematicDueToDistance

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

Type: int

If bForceRefPose was set last tick.

bOverrideAttachmentOwnerVisibility

Type: bool

if set, components that are attached to us have their bOwnerNoSee and bOnlyOwnerSee properties overridden by ours

bPauseAnims

Type: bool

pauses this component's animations (doesn't tick them)

bRequiredBonesUpToDate

Type: int

Modifiers: transient


bRMMOneFrameDelay

Type: int

Modifiers: const

Handle one frame delay with PendingRMM

bRootMotionExtractedNotify

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

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

Type: int

Bool that enables debug drawing of the skeleton before it is passed to the physics. Useful for debugging animation-driven physics.

bSkelCompFixed

Type: bool

Modifiers: const

Indicates whether this SkeletalMeshComponent is currently considered 'fixed' (ie kinematic)

bSkipAllUpdateWhenPhysicsAsleep

Type: bool

When true, if owned by a PHYS_RigidBody Actor, skip all update (bones and bounds) when physics are asleep.

bTransformFromAnimParent

Type: int


Default value: 1

bUpdateSkelWhenNotRendered

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

Type: bool

Modifiers: const

If TRUE, force usage of raw animation data when animating this skeletal mesh; if FALSE, use compressed data.

bUseSingleBodyPhysics

Type: int

Modifiers: const


CachedAtomsTag

Type: int

Modifiers: const, transient


CachedFaceFXAudioComp

Type: AudioComponent

The audio component that we are using to play audio for a facial animation. Assigned in PlayFaceFXAnim and cleared in StopFaceFXAnim.

ClothDirtyBufferFlag

Type: int

flags to indicate which buffers were recently updated by the cloth simulation.

ClothMeshIndexData

Type: array<int>

Modifiers: const


ClothMeshNormalData

Type: array<Object.Vector>

Modifiers: const


ClothMeshParentData

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

Type: array<Object.Vector>

Modifiers: const


ClothMeshWeldedIndexData

Type: array<int>

Modifiers: const, native, transient


ClothMeshWeldedNormalData

Type: array<Object.Vector>

Modifiers: const, native, transient


ClothMeshWeldedPosData

Type: array<Object.Vector>

Modifiers: const, native, transient

buffers used for reverse lookups to unweld vertices to support wrapped UVs.

ClothSim

Type: pointer

Modifiers: const, native, transient


FaceFXActorInstance

Type: pointer

Modifiers: transient, native

The FaceFX actor instance associated with the skeletal mesh component.

FramesPhysicsAsleep

Type: int

Modifiers: transient

Used to keep track of how many frames physics has been asleep for (when using PHYS_RigidBody).

LimitMaterial

Type: Material


LocalAtoms

Type: array<AnimNode.BoneAtom>

Modifiers: native, transient, const

Temporary array of local-space (ie relative to parent bone) rotation/translation for each bone.

MaxDistanceFactor

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

Type: pointer

Modifiers: native, transient, const


MinDistFactorForKinematicUpdate

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

Type: int


NumClothMeshParentIndices

Type: int


NumClothMeshVerts

Type: int


OldPendingRMM

Type: ERootMotionMode


OldPredictedLODLevel

Type: int

LOD level from previous frame, so we can detect changes in LOD to recalc required bones

ParentBoneMap

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

Type: ERootMotionMode


PhysicsAssetInstance

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

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

Type: int


PreviousRMM

Type: ERootMotionMode

Modifiers: const

Previous Root Motion Mode, to catch changes

Default value: RMM_Ignore

RequiredBones

Type: array<byte>

Modifiers: native, transient, const

Temporary array of bone indices required this frame. Filled in by UpdateSkelPose.

RootBoneTranslation

Type: Object.Vector

Modifiers: const, transient

Offset of the root bone from the reference pose. Used to offset bounding box.

RootMotionAccelScale

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

Type: AnimNode.BoneAtom

Modifiers: const, transient

Root Motion extracted from animation.

RootMotionVelocity

Type: Object.Vector

Modifiers: transient

Root Motion velocity for this frame, set from RootMotionDelta.

SceneIndex

Type: int

Modifiers: const, native, transient


SkelControlIndex

Type: array<byte>

Modifiers: transient, const


SpaceBases

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

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

Type: int

Modifiers: const, transient