UE3:SkeletalMeshComponent native functions (UT3)
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Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> SkeletalMeshComponent (native functions) |
- SkeletalMeshComponent native functions in other games:
- Other member categories for this class:
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Native functions
AttachClothToCollidingShapes
AttachComponent
AttachComponentToSocket
Attach an ActorComponent to a Socket.
DeclareFaceFXRegister
Declare a new register in the FaceFX register system. This is required before using the register name in GetRegister() or SetRegister().
DetachComponent
EnableClothValidBounds
FindAnimNode
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
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
Find a BodyInstance by BoneName
FindClosestBone
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
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
FindConstraintIndex
FindMorphNode
FindMorphTarget
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
ForceSkelUpdate
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
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
GetBoneMatrix
returns the matrix of the bone at the specified index
GetBoneNames
fills the given array with the names of all the bones in this component's current SkeletalMesh
GetBoneQuaternion
GetBonesWithinRadius
Find all bones by name within given radius
GetClothAttachmentResponseCoefficient
GetClothAttachmentTearFactor
GetClothBendingStiffness
GetClothCollisionResponseCoefficient
GetClothDampingCoefficient
GetClothFlags
GetClothFriction
GetClothPressure
GetClothSleepLinearVelocity
GetClothSolverIterations
GetClothStretchingStiffness
GetClothTearFactor
GetClothThickness
GetFaceFXRegister
Retrieve the value of the specified FaceFX register.
GetParentBone
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
GetSocketByName
Returns SkeletalMeshSocket of named socket on the skeletal mesh component. Returns None if not found.
GetSocketWorldLocationAndRotation
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
InitSkelControls
IsComponentAttached
Returns true if component is attached to skeletal mesh.
Parameters:
- Component - ActorComponent to check for.
Returns:
- true if Component is attached to SkeletalMesh.
IsPlayingFaceFXAnim
Is playing a FaceFX animation.
MatchRefBone
returns the bone index of the specified bone, or INDEX_NONE if it couldn't be found
PlayFaceFXAnim
Play the specified FaceFX animation. Returns TRUE if successful. If animation couldn't be found, a log warning will be issued.
ResetClothVertsToRefPose
Move all vertices in the cloth to the reference pose and zero their velocity.
RestoreSavedAnimSets
Restores saved AnimSets to the master list of AnimSets and clears the temporary saved list of AnimSets.
SaveAnimSets
Saves the skeletal component's current AnimSets to a temporary buffer. You can restore them later by calling RestoreSavedAnimSets().
SetAnimTreeTemplate
SetAttachClothVertsToBaseBody
Attach/detach verts from physics body that this components actor is attached to.
SetClothAttachmentResponseCoefficient
SetClothAttachmentTearFactor
SetClothBendingStiffness
SetClothCollisionResponseCoefficient
SetClothDampingCoefficient
SetClothExternalForce
Modify the external force that is applied to the cloth. Will continue to be applied until it is changed.
SetClothFlags
SetClothFriction
SetClothFrozen
Toggle active simulation of cloth. Cheaper than doing SetEnableClothSimulation, and keeps its shape while frozen.
SetClothPosition
SetClothPressure
SetClothSleep
SetClothSleepLinearVelocity
SetClothSolverIterations
SetClothStretchingStiffness
SetClothTearFactor
SetClothThickness
SetClothValidBounds
SetClothVelocity
SetEnableClothSimulation
Turn on and off cloth simulation for this skeletal mesh.
SetFaceFXRegister
Set the value and operation of the specified FaceFX register.
SetFaceFXRegisterEx
Set the value and operation of the specified FaceFX register.
SetForceRefPose
Change whether to force mesh into ref pose (and use cheaper vertex shader)
SetHasPhysicsAssetInstance
Set value of bHasPhysicsAssetInstance flag. Will create/destroy PhysicsAssetInstance as desired.
SetParentAnimComponent
SetPhysicsAsset
Change the Physics Asset of the mesh
SetSkeletalMesh
Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc.
StopFaceFXAnim
Stop any currently playing FaceFX animation.
TransformFromBoneSpace
Transform a location/rotation in bone relative space to world space.
TransformToBoneSpace
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.
UpdateAnimations
Force AnimTree to recache all animations. Call this when the AnimSets array has been changed.
UpdateClothParams
Update params of the this components internal cloth sim from the SkeletalMesh properties.
UpdateParentBoneMap
UpdateRBBonesFromSpaceBases
Force an update of this meshes kinematic bodies and springs.