I love the smell of UnrealEd crashing in the morning. – tarquin
Difference between revisions of "UE3:SkeletalMeshComponent properties (UDK)"
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'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | It true, clamp velocity of cloth particles to be within | + | It true, clamp velocity of cloth particles to be within ClothBaseVelClampRange of Base velocity. |
+ | |||
+ | ====bClothBaseVelInterp==== | ||
+ | '''Type:''' [[bool]] | ||
+ | |||
+ | It true, interp velocity of cloth particles towards Base velocity, using ClothBaseVelClampRange as the interp rate (0..1). | ||
====bClothFrozen==== | ====bClothFrozen==== | ||
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'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | If bClothBaseVelClamp is TRUE, amount of variance from base's velocity the cloth is allowed. | |
+ | If bClothBaseVelInterp is TRUE, how fast cloth verts are pushed towards base velocity (0..1) | ||
====ClothBlendMaxDistanceFactor==== | ====ClothBlendMaxDistanceFactor==== |
Revision as of 05:24, 17 January 2010
Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> SkeletalMeshComponent (properties) |
Contents
- 1 Properties
- 1.1 Property group 'Cloth'
- 1.1.1 bAttachClothVertsToBaseBody
- 1.1.2 bAutoFreezeClothWhenNotRendered
- 1.1.3 bClothAwakeOnStartup
- 1.1.4 bClothBaseVelClamp
- 1.1.5 bClothBaseVelInterp
- 1.1.6 bClothFrozen
- 1.1.7 bClothPositionalDampening
- 1.1.8 bClothUseCompartment
- 1.1.9 bClothWindRelativeToOwner
- 1.1.10 bDisableClothCollision
- 1.1.11 bEnableClothSimulation
- 1.1.12 bIsClothOnStaticObject
- 1.1.13 ClothAttachmentTearFactor
- 1.1.14 ClothBaseVelClampRange
- 1.1.15 ClothBlendMaxDistanceFactor
- 1.1.16 ClothBlendMinDistanceFactor
- 1.1.17 ClothBlendWeight
- 1.1.18 ClothExternalForce
- 1.1.19 ClothForceScale
- 1.1.20 ClothImpulseScale
- 1.1.21 ClothRBChannel
- 1.1.22 ClothRBCollideWithChannels
- 1.1.23 ClothWind
- 1.1.24 MaxPosDampRange
- 1.1.25 MaxPosDampScale
- 1.1.26 MinDistanceForClothReset
- 1.1.27 MinPosDampRange
- 1.1.28 MinPosDampScale
- 1.2 Property group 'SkeletalMeshComponent'
- 1.2.1 Animations
- 1.2.2 AnimSets
- 1.2.3 AnimTreeTemplate
- 1.2.4 bConsiderAllBodiesForBounds
- 1.2.5 bDisableFaceFXMaterialInstanceCreation
- 1.2.6 bEnableFullAnimWeightBodies
- 1.2.7 bForceDiscardRootMotion
- 1.2.8 bForceUpdateAttachmentsInTick
- 1.2.9 bHasPhysicsAssetInstance
- 1.2.10 bNoSkeletonUpdate
- 1.2.11 bPerBoneVolumeEffects
- 1.2.12 bSyncActorLocationToRootRigidBody
- 1.2.13 bUpdateJointsFromAnimation
- 1.2.14 bUpdateKinematicBonesFromAnimation
- 1.2.15 bUpdateSkelWhenNotRendered
- 1.2.16 FaceFXBlendMode
- 1.2.17 ForcedLodModel
- 1.2.18 GlobalAnimRateScale
- 1.2.19 MinLodModel
- 1.2.20 MorphSets
- 1.2.21 ParentAnimComponent
- 1.2.22 PhysicsAsset
- 1.2.23 PhysicsWeight
- 1.2.24 RootMotionMode
- 1.2.25 RootMotionRotationMode
- 1.2.26 SkeletalMesh
- 1.2.27 WireframeColor
- 1.3 Property group 'Softbody'
- 1.4 Internal variables
- 1.5 Default values
- 1.1 Property group 'Cloth'
;Other member categories for this class::internal variables, native functions
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties
Property group 'Cloth'
bAttachClothVertsToBaseBody
Type: bool
If true, fixed verts of the cloth are attached in the physics to the physics body that this components actor is attached to.
bAutoFreezeClothWhenNotRendered
Type: bool
If true, cloth will automatically have bClothFrozen set when it is not rendered, and have it turned off when it is seen.
Default value: True
bClothAwakeOnStartup
Type: bool
If true, cloth will be awake when a level is started, otherwise it will be instantly put to sleep.
bClothBaseVelClamp
Type: bool
It true, clamp velocity of cloth particles to be within ClothBaseVelClampRange of Base velocity.
bClothBaseVelInterp
Type: bool
It true, interp velocity of cloth particles towards Base velocity, using ClothBaseVelClampRange as the interp rate (0..1).
bClothFrozen
Type: bool
Modifiers: const
If true, cloth is 'frozen' and no simulation is taking place for it, though it will keep its shape.
bClothPositionalDampening
Type: bool
Whether should do positional box dampening
bClothUseCompartment
Type: bool
Modifiers: const
If TRUE, soft body uses compartment in physics scene (usually with fixed timstep for better behaviour)
bClothWindRelativeToOwner
Type: bool
Whether wind direction is relative to owner rotation or not
bDisableClothCollision
Type: bool
Modifiers: const
Turns off all cloth collision so not checks are done (improves performance).
bEnableClothSimulation
Type: bool
Modifiers: const
Whether cloth simulation should currently be used on this SkeletalMeshComponent.
See: SetEnableClothSimulation
bIsClothOnStaticObject
Type: bool
Whether this cloth is on a non-animating static object.
ClothAttachmentTearFactor
Type: float
Modifiers: const
The cloth tear factor for this SkeletalMeshComponent, negative values take the tear factor from the SkeletalMesh. Note: UpdateClothParams() should be called after modification so that the changes are reflected in the simulation.
Default value: -1.0
ClothBaseVelClampRange
Type: Object.Vector
If bClothBaseVelClamp is TRUE, amount of variance from base's velocity the cloth is allowed. If bClothBaseVelInterp is TRUE, how fast cloth verts are pushed towards base velocity (0..1)
ClothBlendMaxDistanceFactor
Type: float
Distance factor above which cloth should be fully simulated.
ClothBlendMinDistanceFactor
Type: float
Distance factor below which cloth should be fully animated. -1.0 indicates always physics.
Default value: -1.0
ClothBlendWeight
Type: float
How much to blend in results from cloth simulation with results from regular skinning.
Default value: 1.0
ClothExternalForce
Type: Object.Vector
Modifiers: const
Constant force applied to all vertices in the cloth.
ClothForceScale
Type: float
Modifiers: const
How much force to apply to cloth, in relation to the force(from a force field) applied to rigid bodies(zero applies no force to cloth, 1 applies the same)
ClothImpulseScale
Type: float
Amount to scale impulses applied to cloth simulation.
Default value: 1.0
ClothRBChannel
Type: PrimitiveComponent.ERBCollisionChannel
Modifiers: const
Enum indicating what type of object this cloth should be considered for rigid body collision.
Default value: RBCC_Cloth
ClothRBCollideWithChannels
Type: PrimitiveComponent.RBCollisionChannelContainer
Modifiers: const
Types of objects that this cloth will collide with.
ClothWind
Type: Object.Vector
'Wind' force applied to cloth. Force on each vertex is based on the dot product between the wind vector and the surface normal.
MaxPosDampRange
Type: Object.Vector
Distance from the owner in relative frame (max == pos XYZ, min == neg XYZ)
MaxPosDampScale
Type: Object.Vector
Dampening scale applied to cloth particle velocity when approaching boundaries of *PosDampRange
MinDistanceForClothReset
Type: float
Modifiers: const
If the distance traveled between frames exceeds this value the vertices will be reset to avoid stretching.
Default value: 256.0
MinPosDampRange
Type: Object.Vector
Distance from the owner in relative frame (max == pos XYZ, min == neg XYZ)
MinPosDampScale
Type: Object.Vector
Dampening scale applied to cloth particle velocity when approaching boundaries of *PosDampRange
Property group 'SkeletalMeshComponent'
Animations
Type: AnimNode
Modifiers: const, editinline, export
This is the unique instance of the AnimTree used by this SkeletalMeshComponent. THIS SHOULD NEVER POINT TO AN ANIMTREE IN A CONTENT PACKAGE.
AnimSets
The set of AnimSets that will be looked in to find a particular sequence, specified by name in an AnimNodeSequence. Array is search from last to first element, so you can replace a particular sequence but putting a set containing the new version later in the array. You will need to call SetAnim again on nodes that may be affected by any changes you make to this array.
AnimTreeTemplate
Type: AnimTree
Modifiers: const
This should point to the AnimTree in a content package. BeginPlay on this SkeletalMeshComponent will instance (copy) the tree and assign the instance to the Animations pointer.
bConsiderAllBodiesForBounds
Type: bool
If TRUE, when updating bounds from a PhysicsAsset, consider _all_ BodySetups, not just those flagged with bConsiderForBounds.
bDisableFaceFXMaterialInstanceCreation
Type: bool
If true, FaceFX will not automatically create material instances.
bEnableFullAnimWeightBodies
Type: bool
Enables blending in of physics bodies with the bAlwaysFullAnimWeight flag set. (e.g. hair and other flappy bits!)
bForceDiscardRootMotion
Type: bool
force root motion to be discarded, no matter what the AnimNodeSequence(s) are set to do
bForceUpdateAttachmentsInTick
Type: bool
If true, attachments will be updated twice a frame - once in Tick and again when UpdateTransform is called. This can resolve some 'frame behind' issues if an attachment need to be in the correct location for it's Tick, but at a cost.
bHasPhysicsAssetInstance
Type: bool
Modifiers: const
Indicates whether this SkeletalMeshComponent should have a physics engine representation of its state.
See: SetHasPhysicsAssetInstance
bNoSkeletonUpdate
Type: bool
Skip UpdateSkelPose.
bPerBoneVolumeEffects
Type: bool
If true, when this skeletal mesh overlaps a physics volume, each body of it will be tested against the volume, so only limbs actually in the volume will be affected. Useful when gibbing bodies.
bSyncActorLocationToRootRigidBody
Type: bool
If true, will move the Actors Location to match the root rigid body location when in PHYS_RigidBody.
Default value: True
bUpdateJointsFromAnimation
Type: bool
If we should pass joint position to joints each frame, so that they can be used by motorized joints to drive the ragdoll based on the animation.
bUpdateKinematicBonesFromAnimation
Type: bool
If we are running physics, should we update bFixed bones based on the animation bone positions.
Default value: True
bUpdateSkelWhenNotRendered
Type: bool
If true, update skeleton/attachments even when our Owner has not been rendered recently
Note: In the output from SHOWSKELCOMPTICKTIME you want UpdatePoseTotal to be 0 when this is FALSE for a specific component
Default value: True
FaceFXBlendMode
Type: EFaceFXBlendMode
How FaceFX transforms should be blended with skeletal mesh
Default value: FXBM_Additive
ForcedLodModel
Type: int
If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1).
GlobalAnimRateScale
Type: float
Used to scale speed of all animations on this skeletal mesh.
Default value: 1.0
MinLodModel
Type: int
This is the min LOD that this component will use. (e.g. if set to 2 then only 2+ LOD Models will be used.) This is useful to set on meshes which are known to be a certain distance away and still want to have better LODs when zoomed in on them.
MorphSets
Type: array<MorphTargetSet>
Array of MorphTargetSets that will be looked in to find a particular MorphTarget, specified by name. It is searched in the same way as the AnimSets array above.
ParentAnimComponent
Type: SkeletalMeshComponent
Modifiers: const
If set, this SkeletalMeshComponent will not use its Animations pointer to do its own animation blending, but will use the SpaceBases array in the ParentAnimComponent. This is used when constructing a character using multiple skeletal meshes sharing the same skeleton within the same Actor.
PhysicsAsset
Type: PhysicsAsset
Modifiers: const
Physics and collision information used for this SkeletalMesh, set up in PhAT. This is used for per-bone hit detection, accurate bounding box calculation and ragdoll physics for example.
PhysicsWeight
Type: float
Modifiers: interp
Influence of rigid body physics on the mesh's pose (0.0 == use only animation, 1.0 == use only physics)
RootMotionMode
Type: ERootMotionMode
Default value: RMM_Ignore
RootMotionRotationMode
Type: ERootMotionRotationMode
SkeletalMesh
Type: SkeletalMesh
The skeletal mesh used by this component.
WireframeColor
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 28 |
G | 221 |
R | 221 |
Property group 'Softbody'
bAutoFreezeSoftBodyWhenNotRendered
Type: bool
If true, the soft-body will automatically have bSoftBodyFrozen set when it is not rendered, and have it turned off when it is seen.
bEnableSoftBodySimulation
Type: bool
Modifiers: const
Whether soft-body simulation should currently be used on this SkeletalMeshComponent.
bSoftBodyAwakeOnStartup
Type: bool
If true, the soft-body will be awake when a level is started, otherwise it will be instantly put to sleep.
bSoftBodyFrozen
Type: bool
Modifiers: const
If true, the soft-body is 'frozen' and no simulation is taking place for it, though it will keep its shape.
bSoftBodyUseCompartment
Type: bool
Modifiers: const
If TRUE, soft body uses compartment in physics scene (usually with fixed timstep for better behaviour)
Default value: True
SoftBodyImpulseScale
Type: float
Amount to scale impulses applied to soft body simulation.
Default value: 1.0
SoftBodyRBChannel
Type: PrimitiveComponent.ERBCollisionChannel
Modifiers: const
Enum indicating what type of object this soft-body should be considered for rigid body collision.
Default value: RBCC_SoftBody
SoftBodyRBCollideWithChannels
Type: PrimitiveComponent.RBCollisionChannelContainer
Modifiers: const
Types of objects that this soft-body will collide with.
Internal variables
See SkeletalMeshComponent internal variables.
Default values
Property | Value |
---|---|
bAcceptsDynamicDecals | False |
bCullModulatedShadowOnBackfaces | False |
TickGroup | TG_PreAsyncWork |