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UE3:SkeletalMesh (UDK)
Object >> SkeletalMesh |
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Contains the shared data that is used by all SkeletalMeshComponents (instances).
Properties
Enums
ClothBoneType
Cloth bone type, used when attaching to the physics asset.
- CLOTHBONE_Fixed
- 0
- CLOTHBONE_BreakableAttachment
- 1
SoftBodyBoneType
Cloth bone type, used when attaching to the physics asset.
- SOFTBODYBONE_Fixed
- 0
- SOFTBODYBONE_BreakableAttachment
- 1
- SOFTBODYBONE_TwoWayAttachment
- 2
TriangleSortOption
- TRISORT_None
- 0
- TRISORT_CenterRadialDistance
- 1
- TRISORT_Random
- 2
- TRISORT_Tootle
- 3
Structs
BoneMirrorExport
Modifiers: native
Structure to export/import bone mirroring information
- name BoneName
- name SourceBoneName
- Object.EAxis BoneFlipAxis
BoneMirrorInfo
Modifiers: native
- int SourceIndex
- The bone to mirror.
- Object.EAxis BoneFlipAxis
- Axis the bone is mirrored across.
ClothSpecialBoneInfo
Modifiers: native
Used to specify a set of special cloth bones which are attached to the physics asset
- name BoneName
- The bone name to attach to a cloth vertex
- ClothBoneType BoneType
- The type of attachment
- array<int> AttachedVertexIndices
- Array used to cache cloth indices which will be attached to this bone, created in BuildClothMapping(),
Note: These are welded indices.
SkeletalMeshLODInfo
Modifiers: native
Struct containing information for a particular LOD level, such as materials and info for when to use it.
- float DisplayFactor
- Indicates when to use this LOD. A smaller number means use this LOD when further away.
- float LODHysteresis
- Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.
- array<int> LODMaterialMap
- Mapping table from this LOD's materials to the SkeletalMesh materials array.
- array<bool> bEnableShadowCasting
- Per-section control over whether to enable shadow casting.
- array<TriangleSortOption> TriangleSorting
- Per-section sorting options
SoftBodySpecialBoneInfo
Modifiers: native
Used to specify a set of special softbody bones which are attached to the physics asset
- name BoneName
- The bone name to attach to a cloth vertex
- SoftBodyBoneType BoneType
- The type of attachment
- array<int> AttachedVertexIndices
- Array used to cache softbody indices which will be attached to this bone, created in BuildSoftBodyMapping(),
Note: These are welded indices.
SoftBodyTetraLink
Modifiers: native
- int Index
- Object.Vector Bary