Mostly Harmless
UE3:SkeletalMeshComponent native functions (UDK)
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> SkeletalMeshComponent (native functions) |
Contents
- 1 Native functions
- 1.1 AddInstanceVertexWeightBoneParented
- 1.2 AttachClothToCollidingShapes
- 1.3 AttachComponent
- 1.4 AttachComponentToSocket
- 1.5 BoneIsChildOf
- 1.6 DeclareFaceFXRegister
- 1.7 DetachComponent
- 1.8 EnableClothValidBounds
- 1.9 FindAnimNode
- 1.10 FindAnimSequence
- 1.11 FindBodyInstanceNamed
- 1.12 FindClosestBone
- 1.13 FindComponentAttachedToBone
- 1.14 FindConstraintBoneName
- 1.15 FindConstraintIndex
- 1.16 FindInstanceVertexweightBonePair
- 1.17 FindMorphNode
- 1.18 FindMorphTarget
- 1.19 FindSkelControl
- 1.20 ForceSkelUpdate
- 1.21 GetBoneAxis
- 1.22 GetBoneLocation
- 1.23 GetBoneMatrix
- 1.24 GetBoneName
- 1.25 GetBoneNames
- 1.26 GetBoneQuaternion
- 1.27 GetBonesWithinRadius
- 1.28 GetClosestCollidingBoneLocation
- 1.29 GetClothAttachmentResponseCoefficient
- 1.30 GetClothAttachmentTearFactor
- 1.31 GetClothBendingStiffness
- 1.32 GetClothCollisionResponseCoefficient
- 1.33 GetClothDampingCoefficient
- 1.34 GetClothFlags
- 1.35 GetClothFriction
- 1.36 GetClothPressure
- 1.37 GetClothSleepLinearVelocity
- 1.38 GetClothSolverIterations
- 1.39 GetClothStretchingStiffness
- 1.40 GetClothTearFactor
- 1.41 GetClothThickness
- 1.42 GetFaceFXRegister
- 1.43 GetParentBone
- 1.44 GetRefPosePosition
- 1.45 GetSocketBoneName
- 1.46 GetSocketByName
- 1.47 GetSocketWorldLocationAndRotation
- 1.48 HideBone
- 1.49 HideBoneByName
- 1.50 InitMorphTargets
- 1.51 InitSkelControls
- 1.52 IsBoneHidden
- 1.53 IsComponentAttached
- 1.54 IsPlayingFaceFXAnim
- 1.55 MatchRefBone
- 1.56 PlayFaceFXAnim
- 1.57 RemoveInstanceVertexWeightBoneParented
- 1.58 ResetClothVertsToRefPose
- 1.59 RestoreSavedAnimSets
- 1.60 SaveAnimSets
- 1.61 SetAnimTreeTemplate
- 1.62 SetAttachClothVertsToBaseBody
- 1.63 SetClothAttachmentResponseCoefficient
- 1.64 SetClothAttachmentTearFactor
- 1.65 SetClothBendingStiffness
- 1.66 SetClothCollisionResponseCoefficient
- 1.67 SetClothDampingCoefficient
- 1.68 SetClothExternalForce
- 1.69 SetClothFlags
- 1.70 SetClothFriction
- 1.71 SetClothFrozen
- 1.72 SetClothPosition
- 1.73 SetClothPressure
- 1.74 SetClothSleep
- 1.75 SetClothSleepLinearVelocity
- 1.76 SetClothSolverIterations
- 1.77 SetClothStretchingStiffness
- 1.78 SetClothTearFactor
- 1.79 SetClothThickness
- 1.80 SetClothValidBounds
- 1.81 SetClothVelocity
- 1.82 SetEnableClothSimulation
- 1.83 SetFaceFXRegister
- 1.84 SetFaceFXRegisterEx
- 1.85 SetForceRefPose
- 1.86 SetHasPhysicsAssetInstance
- 1.87 SetParentAnimComponent
- 1.88 SetPhysicsAsset
- 1.89 SetSkeletalMesh
- 1.90 SetSoftBodyFrozen
- 1.91 ShowMaterialSection
- 1.92 StopFaceFXAnim
- 1.93 ToggleInstanceVertexWeights
- 1.94 TransformFromBoneSpace
- 1.95 TransformToBoneSpace
- 1.96 UnHideBone
- 1.97 UnHideBoneByName
- 1.98 UpdateAnimations
- 1.99 UpdateClothParams
- 1.100 UpdateInstanceVertexWeightBones
- 1.101 UpdateMeshForBrokenConstraints
- 1.102 UpdateParentBoneMap
- 1.103 UpdateRBBonesFromSpaceBases
- 1.104 UpdateSoftBodyParams
- 1.105 WakeSoftBody
- SkeletalMeshComponent native functions in other games:
- UT3
- Other member categories for this class:
- internal variables, properties
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Native functions[edit]
AddInstanceVertexWeightBoneParented[edit]
Add a new bone to the list of instance vertex weight bones
Parameters:
- BoneNames - set of bones (implicitly parented) to use for finding vertices
AttachClothToCollidingShapes[edit]
AttachComponent[edit]
AttachComponentToSocket[edit]
Attach an ActorComponent to a Socket.
BoneIsChildOf[edit]
Tests if BoneName is child of (or equal to) ParentBoneName. Note - will return FALSE if ChildBoneIndex is the same as ParentBoneIndex ie. must be strictly a child.
DeclareFaceFXRegister[edit]
Declare a new register in the FaceFX register system. This is required before using the register name in GetRegister() or SetRegister().
DetachComponent[edit]
EnableClothValidBounds[edit]
FindAnimNode[edit]
Find an Animation Node in the Animation Tree whose NodeName matches InNodeName. Warning: The search is O(n^2), so for large AnimTrees, cache result.
FindAnimSequence[edit]
Find a named AnimSequence from the AnimSets array in the SkeletalMeshComponent. This searches array from end to start, so specific sequence can be replaced by putting a set containing a sequence with the same name later in the array.
Parameters:
- AnimSeqName - Name of AnimSequence to look for.
Returns:
- Pointer to found AnimSequence. Returns NULL if could not find sequence with that name.
FindBodyInstanceNamed[edit]
Find a BodyInstance by BoneName
FindClosestBone[edit]
finds the closest bone to the given location
Parameters:
- TestLocation - the location to test against
- BoneLocation - optional, out) if specified, set to the world space location of the bone that was found, or (0,0,0) if no bone was found
- IgnoreScale - optional) if specified, only bones with scaling larger than the specified factor are considered
Returns:
- the name of the bone that was found, or 'None' if no bone was found
FindComponentAttachedToBone[edit]
Returns component attached to specified BoneName. (returns the first entry found).
Parameters:
- BoneName - Bone Name to look up.
Returns:
- First ActorComponent found, attached to BoneName, if it exists.
FindConstraintBoneName[edit]
FindConstraintIndex[edit]
FindInstanceVertexweightBonePair[edit]
Find an existing bone pair entry in the list of InstanceVertexWeightBones
Parameters:
- Bones - pair of bones to search for
Returns:
- index of entry found or -1 if not found
FindMorphNode[edit]
FindMorphTarget[edit]
Find a named MorphTarget from the MorphSets array in the SkeletalMeshComponent. This searches the array in the same way as FindAnimSequence
Parameters:
- AnimSeqName - Name of MorphTarget to look for.
Returns:
- Pointer to found MorphTarget. Returns NULL if could not find target with that name.
FindSkelControl[edit]
ForceSkelUpdate[edit]
forces an update to the mesh's skeleton/attachments, even if bUpdateSkelWhenNotRendered is false and it has not been recently rendered
Note: if bUpdateSkelWhenNotRendered is true, there is no reason to call this function (but doing so anyway will have no effect)
GetBoneAxis[edit]
finds a vector pointing along the given axis of the given bone
Parameters:
- BoneName - the name of the bone to find
- Axis - the axis of that bone to return
Returns:
- the direction of the specified axis, or (0,0,0) if the specified bone was not found
GetBoneLocation[edit]
GetBoneMatrix[edit]
returns the matrix of the bone at the specified index
GetBoneName[edit]
Returns:
- the name of the bone at the specified index
GetBoneNames[edit]
fills the given array with the names of all the bones in this component's current SkeletalMesh
GetBoneQuaternion[edit]
GetBonesWithinRadius[edit]
Find all bones by name within given radius
GetClosestCollidingBoneLocation[edit]
iterates through all bodies in our PhysicsAsset and returns the location of the closest bone associated with a body that blocks the specified kind of traces
Parameters:
- TestLocation - location to check against
- bCheckZeroExtent - consider bodies that block zero extent traces
- bCheckNonZeroExtent - consider bodies that block nonzero extent traces
Returns:
- location of closest colliding bone, or (0,0,0) if there were no bodies to test
Note: only the collision flags on the PhysicsAsset are checked; the collision flags on the component are ignored
GetClothAttachmentResponseCoefficient[edit]
GetClothAttachmentTearFactor[edit]
GetClothBendingStiffness[edit]
GetClothCollisionResponseCoefficient[edit]
GetClothDampingCoefficient[edit]
GetClothFlags[edit]
GetClothFriction[edit]
GetClothPressure[edit]
GetClothSleepLinearVelocity[edit]
GetClothSolverIterations[edit]
GetClothStretchingStiffness[edit]
GetClothTearFactor[edit]
GetClothThickness[edit]
GetFaceFXRegister[edit]
Retrieve the value of the specified FaceFX register.
GetParentBone[edit]
returns the name of the parent bone for the specified bone. Returns 'None' if the bone does not exist or it is the root bone
GetRefPosePosition[edit]
Gets the local-space position of a bone in the reference pose.
GetSocketBoneName[edit]
Returns bone name linked to a given named socket on the skeletal mesh component. If you're unsure to deal with sockets or bones names, you can use this function to filter through, and always return the bone name.
Parameters:
- bone - name or socket name
Output: bone name
GetSocketByName[edit]
Returns SkeletalMeshSocket of named socket on the skeletal mesh component. Returns None if not found.
GetSocketWorldLocationAndRotation[edit]
Find the current world space location and rotation of a named socket on the skeletal mesh component. If the socket is not found, then it returns false and does not change the OutLocation/OutRotation variables.
Parameters:
- InSocketName - the name of the socket to find
- OutLocation - out) set to the world space location of the socket
- OutRotation - out) if specified, set to the world space rotation of the socket
Returns:
- whether or not the socket was found
HideBone[edit]
Hides the specified bone. Currently this just enforces a scale of 0 for the hidden bones.
Parameters:
- PhysBodyOption - Option for physics bodies that attach to the bones to be hidden
HideBoneByName[edit]
Hides the specified bone with name. Currently this just enforces a scale of 0 for the hidden bones. Compared to HideBone By Index - This keeps track of list of bones and update when LOD changes
Parameters:
- BoneName - Name of bone to hide
- PhysBodyOption - Option for physics bodies that attach to the bones to be hidden
InitMorphTargets[edit]
Initialize MorphSets look up table : MorphTargetIndexMap
InitSkelControls[edit]
IsBoneHidden[edit]
Determines if the specified bone is hidden.
IsComponentAttached[edit]
Returns true if component is attached to skeletal mesh.
Parameters:
- Component - ActorComponent to check for.
Returns:
- true if Component is attached to SkeletalMesh.
IsPlayingFaceFXAnim[edit]
Is playing a FaceFX animation.
MatchRefBone[edit]
returns the bone index of the specified bone, or INDEX_NONE if it couldn't be found
PlayFaceFXAnim[edit]
Play the specified FaceFX animation. Returns TRUE if successful. If animation couldn't be found, a log warning will be issued.
RemoveInstanceVertexWeightBoneParented[edit]
Remove a new bone to the list of instance vertex weight bones
Parameters:
- BoneNames - set of bones (implicitly parented) to use for finding vertices
ResetClothVertsToRefPose[edit]
Move all vertices in the cloth to the reference pose and zero their velocity.
RestoreSavedAnimSets[edit]
Restores saved AnimSets to the master list of AnimSets and clears the temporary saved list of AnimSets.
SaveAnimSets[edit]
Saves the skeletal component's current AnimSets to a temporary buffer. You can restore them later by calling RestoreSavedAnimSets().
SetAnimTreeTemplate[edit]
SetAttachClothVertsToBaseBody[edit]
Attach/detach verts from physics body that this components actor is attached to.
SetClothAttachmentResponseCoefficient[edit]
SetClothAttachmentTearFactor[edit]
SetClothBendingStiffness[edit]
SetClothCollisionResponseCoefficient[edit]
SetClothDampingCoefficient[edit]
SetClothExternalForce[edit]
Modify the external force that is applied to the cloth. Will continue to be applied until it is changed.
SetClothFlags[edit]
SetClothFriction[edit]
SetClothFrozen[edit]
Toggle active simulation of cloth. Cheaper than doing SetEnableClothSimulation, and keeps its shape while frozen.
SetClothPosition[edit]
SetClothPressure[edit]
SetClothSleep[edit]
SetClothSleepLinearVelocity[edit]
SetClothSolverIterations[edit]
SetClothStretchingStiffness[edit]
SetClothTearFactor[edit]
SetClothThickness[edit]
SetClothValidBounds[edit]
SetClothVelocity[edit]
SetEnableClothSimulation[edit]
Turn on and off cloth simulation for this skeletal mesh.
SetFaceFXRegister[edit]
Set the value and operation of the specified FaceFX register.
SetFaceFXRegisterEx[edit]
Set the value and operation of the specified FaceFX register.
SetForceRefPose[edit]
Change whether to force mesh into ref pose (and use cheaper vertex shader)
SetHasPhysicsAssetInstance[edit]
Set value of bHasPhysicsAssetInstance flag. Will create/destroy PhysicsAssetInstance as desired.
SetParentAnimComponent[edit]
SetPhysicsAsset[edit]
Change the Physics Asset of the mesh
SetSkeletalMesh[edit]
Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc.
SetSoftBodyFrozen[edit]
Toggle active simulation of the soft-body.
ShowMaterialSection[edit]
Show/Hide Material - technical correct name for this is Section, but seems Material is mostly used
This disable rendering of certain Material ID (Section)
StopFaceFXAnim[edit]
Stop any currently playing FaceFX animation.
ToggleInstanceVertexWeights[edit]
Enabled or disable the instanced vertex weights buffer for the skeletal mesh object
Parameters:
- bEnable - TRUE to enable, FALSE to disable
TransformFromBoneSpace[edit]
Transform a location/rotation in bone relative space to world space.
TransformToBoneSpace[edit]
Transform a location/rotation from world space to bone relative space. This is handy if you know the location in world space for a bone attachment, as AttachComponent takes location/rotation in bone-relative space.
UnHideBone[edit]
Unhides the specified bone.
UnHideBoneByName[edit]
UnHide the specified bone with name. Currently this just enforces a scale of 0 for the hidden bones. Compoared to HideBone By Index - This keeps track of list of bones and update when LOD changes
Parameters:
- BoneName - Name of bone to unhide
UpdateAnimations[edit]
Force AnimTree to recache all animations. Call this when the AnimSets array has been changed.
UpdateClothParams[edit]
Update params of the this components internal cloth sim from the SkeletalMesh properties.
UpdateInstanceVertexWeightBones[edit]
Update the bones that specify which vertices will use instanced influences This will also trigger an update of the vertex weights.
Parameters:
- BonePairs - set of bone pairs to use for finding vertices. A bone can be paired with None bone name to only match up a single bone.
UpdateMeshForBrokenConstraints[edit]
Looks up all bodies for broken constraints. Makes sure child bodies of a broken constraints are not fixed and using bone springs, and child joints not motorized.
UpdateParentBoneMap[edit]
UpdateRBBonesFromSpaceBases[edit]
Force an update of this meshes kinematic bodies and springs.
UpdateSoftBodyParams[edit]
Update soft-body simulation from components params.
WakeSoftBody[edit]
Force awake any soft body simulation on this component