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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
ActiveMorphs
Type: array<ActiveMorph>
Array indicating all active MorphTargets. This array is updated inside UpdateSkelPose based on the AnimTree's st of MorphNodes.
AnimTickArray
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
Modifiers: const
ClothMeshNormalData
Type: array<Object.Vector>
Modifiers: const
ClothMeshParentData
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
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
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
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
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
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