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UE3:SkeletalMesh properties (UDK)

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UDK Object >> SkeletalMesh (properties)

Contents

SkeletalMesh properties in other games:
UT3

Properties[edit]

Property group 'Cloth'[edit]

bEnableClothBendConstraints[edit]

Type: bool

Modifiers: const

Enable constraints that attempt to minimize curvature or folding of the cloth.

bEnableClothDamping[edit]

Type: bool

Modifiers: const

Enable damping forces on the cloth.

bEnableClothLineChecks[edit]

Type: bool

Modifiers: const

Enable cloth line/extent/point checks. Note: line checks are performed with a raycast against the cloth, but point and swept extent checks are performed against the cloth AABB

bEnableClothTearing[edit]

Type: bool

Modifiers: const

Used to enable cloth tearing. Note, extra vertices/indices must be reserved using ClothTearReserve

Also cloth tearing is not available when welding is enabled.

bEnableValidBounds[edit]

Type: bool

Any cloth vertex that exceeds its valid bounds will be deleted if bEnableValidBounds is set. Tune ValidBoundMin and ValidBoundMax if valid bound is enabled.

bHardStretchLimit[edit]

Type: bool

Modifiers: const

If TRUE, limit the total amount of stretch that is allowed in the cloth, based on HardStretchLimitFactor. Note that bLimitClothToAnimMesh must be TRUE for this to work.

bLimitClothToAnimMesh[edit]

Type: bool

If TRUE, simulated verts are limited to a certain distance from

bUseClothCOMDamping[edit]

Type: bool

Modifiers: const

Enable center of mass damping of cloth internal velocities.

ClothBendStiffness[edit]

Type: float

Modifiers: const

Controls strength of springs that stop the cloth from bending. bEnableClothBendConstraints must be true to take affect.

Default value: 1.0

ClothBones[edit]

Type: array<name>

Modifiers: const

Vertices with any weight to these bones are considered 'cloth'.

ClothDamping[edit]

Type: float

Modifiers: const

Controls how much damping force is applied to cloth particles. bEnableClothDamping must be true to take affect.

Default value: 0.5

ClothDensity[edit]

Type: float

Modifiers: const

This is multiplied by the size of triangles sharing a point to calculate the points mass. This cannot be modified after the cloth has been created.

Default value: 1.0

ClothFriction[edit]

Type: float

Modifiers: const

Controls movement of cloth when in contact with other bodies.

Default value: 0.5

ClothHierarchicalIterations[edit]

Type: int

Modifiers: const

If ClothHierarchyLevels is more than 0, this number controls the number of iterations of the hierarchical solver.

Default value: 2

ClothHierarchyLevels[edit]

Type: int

Modifiers: const

If greater than 1, will generate smaller meshes internally, used to improve simulation time and reduce stretching.

ClothIterations[edit]

Type: int

Modifiers: const

Increasing the number of solver iterations improves how accurately the cloth is simulated, but will also slow down simulation.

Default value: 5

ClothMovementScaleGenMode[edit]

Type: ClothMovementScaleGen

Method to use to generate the ClothMovementScale table

ClothStretchStiffness[edit]

Type: float

Modifiers: const

Controls strength of springs that attempts to keep particles in the cloth together.

Default value: 1.0

ClothTearFactor[edit]

Type: float

Modifiers: const

Stretch factor beyond which a cloth edge/vertex will tear. Should be greater than 1.

Default value: 3.5

ClothTearReserve[edit]

Type: int

Modifiers: const

Number of vertices/indices to set aside to accomodate new triangles created as a result of tearing

Default value: 128

ClothThickness[edit]

Type: float

Modifiers: const

How thick the cloth is considered when doing collision detection.

Default value: 0.5

ClothToAnimMeshMaxDist[edit]

Type: float

How far a simulated vertex can move from its animated location

HardStretchLimitFactor[edit]

Type: float

Modifiers: const

If bHardStretchLimit is TRUE, how much stretch is allowed in the cloth. 1.0 is no stretch (but will cause jitter)

Default value: 1.1

ValidBoundsMax[edit]

Type: Object.Vector

The maximum coordinates triplet of the cloth valid bound

ValidBoundsMin[edit]

Type: Object.Vector

The minimum coordinates triplet of the cloth valid bound

Property group 'ClothAdvanced'[edit]

bClothMetal[edit]

Type: bool

Modifiers: const

Whether cloth simulation should be wrapped inside a Rigid Body and only be used upon impact

bEnableClothOrthoBendConstraints[edit]

Type: bool

Modifiers: const

Enable orthogonal bending resistance to minimize curvature or folding of the cloth.

This technique uses angular springs instead of distance springs as used in
'bEnableClothBendConstraints'. This mode is slower but independent of stretching resistance.

bEnableClothPressure[edit]

Type: bool

Modifiers: const

Enables pressure support. Simulates inflated objects like balloons.

bEnableClothSelfCollision[edit]

Type: bool

Modifiers: const

Enables cloth self collision.

bEnableClothTwoWayCollision[edit]

Type: bool

Modifiers: const

Enables two way collision with rigid-bodies.

bForceNoWelding[edit]

Type: bool

Modifiers: const

Forces the Welding Code to be turned off even if the mesh has doubled vertices

ClothAttachmentResponseCoefficient[edit]

Type: float

Modifiers: const

How much an attachment to a rigid body influences the cloth

Default value: 0.2

ClothAttachmentTearFactor[edit]

Type: float

Modifiers: const

How much extension an attachment can undergo before it tears/breaks

Default value: 1.5

ClothCollisionResponseCoefficient[edit]

Type: float

Modifiers: const

Response coefficient for cloth/rb collision

Default value: 0.2

ClothMetalImpulseThreshold[edit]

Type: float

Modifiers: const

Threshold for when deformation is allowed

Default value: 10.0

ClothMetalMaxDeformationDistance[edit]

Type: float

Modifiers: const

Maximum deviation of cloth particles from initial position

ClothMetalPenetrationDepth[edit]

Type: float

Modifiers: const

Amount by which colliding objects are brought closer to the cloth

ClothPressure[edit]

Type: float

Modifiers: const

Adjusts the internal "air" pressure of the cloth. Only has affect when bEnableClothPressure.

Default value: 1.0

ClothRelativeGridSpacing[edit]

Type: float

Modifiers: const

Controls the size of the grid cells a cloth is divided into when performing broadphase collision. The cell size is relative to the AABB of the cloth.

Default value: 1.0

ClothSleepLinearVelocity[edit]

Type: float

Modifiers: const

Maximum linear velocity at which cloth can go to sleep. If negative, the global default will be used.

Default value: -1.0

ClothSpecialBones[edit]

Type: array<ClothSpecialBoneInfo>

Modifiers: const

Vertices with any weight to these bones are considered cloth with special behavoir, currently they are attached to the physics asset with fixed or breakable attachments or tearlines.

Property group 'SkeletalMesh'[edit]

AddToParentPerPolyCollisionBone[edit]

Type: array<name>

For each of these bones, find the parent that is in PerPolyCollisionBones and add its polys to that bone.

bForceCPUSkinning[edit]

Type: bool

Modifiers: const

All meshes default to GPU skinning. Set to True to enable CPU skinning. If CPU skinning is enabled, bUsePackedPosition can't be enabled

BoneBreakNames[edit]

Type: array<string>

Modifiers: editconst, const, native

Array of bone names that break for use in game/editor

BoundsPreviewAsset[edit]

Type: PhysicsAsset

Modifiers: editoronly

Asset used for previewing bounds in AnimSetViewer. Makes setting up LOD distance factors more reliable.

bPerPolyUseSoftWeighting[edit]

Type: bool

If true, include triangles that are soft weighted to bones.

bUseFullPrecisionUVs[edit]

Type: bool

Modifiers: const

If true, use 32 bit UVs. If false, use 16 bit UVs to save memory

bUsePackedPosition[edit]

Type: bool

Modifiers: const

If true, use compressed position XYZs(4 bytes saving 8 bytes). This is only useful for GPU skinning.

Default value: True

bUseSimpleBoxCollision[edit]

Type: bool

If true, use PhysicsAsset for extent (swept box) collision checks. If false, use per-poly bone collision (if present).

Default value: True

bUseSimpleLineCollision[edit]

Type: bool

If true, use PhysicsAsset for line collision checks. If false, use per-poly bone collision (if present).

Default value: True

FaceFXAsset[edit]

Type: FaceFXAsset

The FaceFX asset the skeletal mesh uses for FaceFX operations.

LODBiasPC[edit]

Type: int

LOD bias to use for PC.

LODBiasPS3[edit]

Type: int

LOD bias to use for PS3.

LODBiasXbox360[edit]

Type: int

LOD bias to use for Xbox 360.

LODInfo[edit]

Type: array<SkeletalMeshLODInfo>

Modifiers: editfixedsize

Struct containing information for each LOD level, such as materials to use, whether to cast shadows, and when use the LOD.

Materials[edit]

Type: array<MaterialInterface>

Modifiers: const, native

List of materials applied to this mesh.

Origin[edit]

Type: Object.Vector

Modifiers: const, native

Origin in original coordinate system

PerPolyCollisionBones[edit]

Type: array<name>

For each bone specified here, all triangles rigidly weighted to that bone are entered into a kDOP, allowing per-poly collision checks.

PreviewMorphSets[edit]

Type: array<MorphTargetSet>

Modifiers: editoronly

Asset used for previewing morph target animations in AnimSetViewer. Only for editor.

RotOrigin[edit]

Type: Object.Rotator

Modifiers: const, native

Amount to rotate when importing (mostly for yawing)

SkelMirrorAxis[edit]

Type: Object.EAxis


Default value: AXIS_X

SkelMirrorFlipAxis[edit]

Type: Object.EAxis


Default value: AXIS_Z

SkelMirrorTable[edit]

Type: array<BoneMirrorInfo>

Modifiers: editfixedsize

List of bones that should be mirrored.

Property group 'SoftBody'[edit]

bEnableSoftBodyDamping[edit]

Type: bool

Modifiers: const

Enable damping forces on the softbody.

bEnableSoftBodyLineChecks[edit]

Type: bool

Modifiers: const

Enable soft body line checks.

bEnableSoftBodySelfCollision[edit]

Type: bool

Modifiers: const

Enables soft-body self collision.

bEnableSoftBodyTwoWayCollision[edit]

Type: bool

Modifiers: const

Enables two way collision with rigid-bodies.

Default value: True

bSoftBodyIsoSurface[edit]

Type: bool

Modifiers: const

If enabled, an iso-surface is generated around the original graphics-mesh before the tetrahedron-mesh is created.

Default value: True

bUseSoftBodyCOMDamping[edit]

Type: bool

Modifiers: const

Enable center of mass damping of SoftBody internal velocities.

SoftBodyAttachmentResponse[edit]

Type: float

Modifiers: const

Defines a factor for the impulse transfer from the soft body to attached rigid bodies. bEnableSoftBodyTwoWayCollision must be true to take effect.

Default value: 0.2

SoftBodyAttachmentTearFactor[edit]

Type: float

Modifiers: const

How much extension an attachment can undergo before it tears/breaks

Default value: 1.5

SoftBodyAttachmentThreshold[edit]

Type: float

Modifiers: const

Specifies the maximum distance a tetra-vertex is allowed to have from the

surface-mesh to still end up attached to a bone.

Default value: 0.5

SoftBodyBones[edit]

Type: array<name>

Modifiers: const

Vertices with any weight to these bones are considered 'soft-body'.

SoftBodyCollisionResponse[edit]

Type: float

Modifiers: const

Defines a factor for the impulse transfer from the soft body to colliding rigid bodies. bEnableSoftBodyTwoWayCollision must be true to take effect.

Default value: 0.2

SoftBodyDamping[edit]

Type: float

Modifiers: const

Controls how much damping force is applied to soft-body particles. bEnableSoftBodyDamping must be true to take affect.

Default value: 0.5

SoftBodyDensity[edit]

Type: float

Modifiers: const

Density of the soft-body (mass per volume).

Default value: 1.0

SoftBodyDetailLevel[edit]

Type: float

Modifiers: const

Controls how much the original graphics mesh is simplified before it is used to seed to tetrahedron-mesh generator.

Default value: 0.5

SoftBodyFriction[edit]

Type: float

Modifiers: const

Controls movement of soft-body when in contact with other bodies.

Default value: 0.5

SoftBodyParticleRadius[edit]

Type: float

Modifiers: const

Size of the soft-body particles used for collision detection.

Default value: 0.1

SoftBodyRelativeGridSpacing[edit]

Type: float

Modifiers: const

Controls the size of the grid cells a soft-body is divided into when performing broadphase collision. The cell size is relative to the AABB of the soft-body.

Default value: 1.0

SoftBodySleepLinearVelocity[edit]

Type: float

Modifiers: const

Maximum linear velocity at which a soft-body can go to sleep. If negative, the global default will be used.

Default value: -1.0

SoftBodySolverIterations[edit]

Type: int

Modifiers: const

Increasing the number of solver iterations improves how accurately the soft-body is simulated, but will also slow down simulation.

Default value: 5

SoftBodySpecialBones[edit]

Type: array<SoftBodySpecialBoneInfo>

Modifiers: const

Vertices with any weight to these bones are considered softbody with special behavoir, currently they are attached to the physics asset with fixed or breakable attachments.

SoftBodyStretchingStiffness[edit]

Type: float

Modifiers: const

Defines how strongly the soft-body resists stretching motions. Range (0,1].

Default value: 1.0

SoftBodySubdivisionLevel[edit]

Type: int

Modifiers: const

Controls how many tetrahedra are generated to approximate the surface-mesh.

Default value: 4

SoftBodyVolumeStiffness[edit]

Type: float

Modifiers: const

Defines how strongly the soft-body resists motion that changes the rest volume. Range (0,1].

Default value: 1.0

Internal variables[edit]

Bounds[edit]

Type: Object.BoxSphereBounds

Modifiers: const, native


CachedSoftBodyMeshes[edit]

Type: array<pointer>

Modifiers: const, native, transient

Cache of pointers to NxSoftBodyMesh objects at different scales.

CachedSoftBodyMeshScales[edit]

Type: array<float>

Modifiers: const, native, transient

Scale of each of the NxSoftBodyMesh objects in cache. This array is same size as CachedSoftBodyMeshes.

ClothIndexBuffer[edit]

Type: array<int>

Modifiers: const

Index buffer for simulation cloth.

ClothMesh[edit]

Type: array<pointer>

Modifiers: const, native, transient

Cache of ClothMesh objects at different scales.

ClothMeshScale[edit]

Type: array<float>

Modifiers: const, native, transient

Scale of each of the ClothMesh objects in cache. This array is same size as ClothMesh.

ClothMovementScale[edit]

Type: array<float>

Modifiers: const

Scaling (per vertex) for how far cloth vert can move from its animated position

ClothToGraphicsVertMap[edit]

Type: array<int>

Modifiers: const

Mapping between each vertex in the simulation mesh and the graphics mesh. This is ordered so that 'free' vertices are first, and then after NumFreeClothVerts they are 'fixed' to the skinned mesh.

ClothTornTriMap[edit]

Type: Object.Map_Mirror{TMap<QWORD,INT>}

Modifiers: const, native

Map which maps from a set of 3 triangle indices packet in a 64bit to the location in the index buffer,

Used to update indices for torn triangles.
Note: This structure is lazy initialized when a torn cloth mesh is created. (But could be precomputed
in BuildClothMapping() if serialization is handled correctly).

ClothWeldedIndices[edit]

Type: array<int>

Modifiers: const

This will hold the indices to the reduced number of cloth vertices used for cooking the NxClothMesh.

ClothWeldingDomain[edit]

Type: int

Modifiers: const

This is the highest value stored in ClothWeldingMap

ClothWeldingMap[edit]

Type: array<int>

Modifiers: const

Mapping from index of rendered mesh to index of simulated mesh. This mapping applies before ClothToGraphicsVertMap which can then operate normally The reason for this mapping is to weld several vertices with the same position but different texture coordinates into one simulated vertex which makes it possible to run closed meshes for cloth.

GraphicsIndexIsCloth[edit]

Type: array<bool>

Modifiers: const, native

Saves if Graphics Vertex is simulated cloth or not

LODModels[edit]

Type: Object.IndirectArray_Mirror

Modifiers: const, native, private

FStaticLODModel

NameIndexMap[edit]

Type: Map{FName,INT}

Modifiers: const, native


NumFreeClothVerts[edit]

Type: int

Modifiers: const

Point in the simulation cloth vertex array where the free verts finish and we start having 'fixed' verts.

PerPolyBoneKDOPs[edit]

Type: array<int>

Modifiers: private, const, native

KDOP tree's used for storing rigid triangle information for a subset of bones. Length of this array matches PerPolyCollisionBones

RefBasesInvMatrix[edit]

Type: array<AnimNode.BoneTransform>

Modifiers: const, native


RefSkeleton[edit]

Type: array<int>

Modifiers: const, native

FMeshBone

ReleaseResourcesFence[edit]

Type: int

Modifiers: const, native, transient


SkeletalDepth[edit]

Type: int

Modifiers: const, native


SkelMeshGUID[edit]

Type: Object.Guid

Modifiers: const

GUID for this SkeletalMeshm, used when linking meshes to AnimSets.

Sockets[edit]

Type: array<SkeletalMeshSocket>


SoftBodySurfaceIndices[edit]

Type: array<int>

Modifiers: const

Index buffer of the triangles of the soft-body's surface mesh. Indices refer to entries in SoftBodySurfaceToGraphicsVertMap.

SoftBodySurfaceToGraphicsVertMap[edit]

Type: array<int>

Modifiers: const

Mapping between each vertex of the simulated soft-body's surface-mesh and the graphics mesh.

SoftBodyTetraIndices[edit]

Type: array<int>

Modifiers: const

Index buffer of the tetrahedra of the soft-body's tetra-mesh. Indices refer to the vertices in SoftBodyTetraVertsUnscaled.

SoftBodyTetraLinks[edit]

Type: array<SoftBodyTetraLink>

Modifiers: const

Mapping between each vertex of the surface-mesh and its tetrahedron, with local positions given in barycentric coordinates.

SoftBodyTetraVertsUnscaled[edit]

Type: array<Object.Vector>

Modifiers: const

Base array of tetrahedron vertex positions. Used to generate the scaled versions from.