Gah - a solution with more questions. – EntropicLqd
UE3:SkeletalMesh properties (UT3)
Object >> SkeletalMesh (properties) |
Contents
- 1 Properties
- 1.1 Property group 'Cloth'
- 1.1.1 bClothMetal
- 1.1.2 bEnableClothBendConstraints
- 1.1.3 bEnableClothDamping
- 1.1.4 bEnableClothLineChecks
- 1.1.5 bEnableClothOrthoBendConstraints
- 1.1.6 bEnableClothPressure
- 1.1.7 bEnableClothSelfCollision
- 1.1.8 bEnableClothTearing
- 1.1.9 bEnableClothTwoWayCollision
- 1.1.10 bForceNoWelding
- 1.1.11 bUseClothCOMDamping
- 1.1.12 ClothAttachmentResponseCoefficient
- 1.1.13 ClothAttachmentTearFactor
- 1.1.14 ClothBendStiffness
- 1.1.15 ClothBones
- 1.1.16 ClothCollisionResponseCoefficient
- 1.1.17 ClothDamping
- 1.1.18 ClothDensity
- 1.1.19 ClothFriction
- 1.1.20 ClothIterations
- 1.1.21 ClothMetalImpulseThreshold
- 1.1.22 ClothMetalMaxDeformationDistance
- 1.1.23 ClothMetalPenetrationDepth
- 1.1.24 ClothPressure
- 1.1.25 ClothRelativeGridSpacing
- 1.1.26 ClothSleepLinearVelocity
- 1.1.27 ClothSpecialBones
- 1.1.28 ClothStretchStiffness
- 1.1.29 ClothTearFactor
- 1.1.30 ClothTearReserve
- 1.1.31 ClothThickness
- 1.2 Property group 'SkeletalMesh'
- 1.2.1 AddToParentPerPolyCollisionBone
- 1.2.2 bForceCPUSkinning
- 1.2.3 BoundsPreviewAsset
- 1.2.4 bPerPolyUseSoftWeighting
- 1.2.5 bUseFullPrecisionUVs
- 1.2.6 bUseSimpleBoxCollision
- 1.2.7 bUseSimpleLineCollision
- 1.2.8 FaceFXAsset
- 1.2.9 LODBiasPC
- 1.2.10 LODBiasPS3
- 1.2.11 LODBiasXbox360
- 1.2.12 LODInfo
- 1.2.13 Materials
- 1.2.14 Origin
- 1.2.15 PerPolyCollisionBones
- 1.2.16 RotOrigin
- 1.2.17 SkelMirrorAxis
- 1.2.18 SkelMirrorFlipAxis
- 1.2.19 SkelMirrorTable
- 1.2.20 StartDisplayBoneName
- 1.3 Internal variables
- 1.3.1 Bounds
- 1.3.2 ClothIndexBuffer
- 1.3.3 ClothMesh
- 1.3.4 ClothMeshScale
- 1.3.5 ClothToGraphicsVertMap
- 1.3.6 ClothTornTriMap
- 1.3.7 ClothWeldedIndices
- 1.3.8 ClothWeldingDomain
- 1.3.9 ClothWeldingMap
- 1.3.10 LODModels
- 1.3.11 NameIndexMap
- 1.3.12 NumFreeClothVerts
- 1.3.13 PerPolyBoneKDOPs
- 1.3.14 RefBasesInvMatrix
- 1.3.15 RefSkeleton
- 1.3.16 ReleaseResourcesFence
- 1.3.17 SkeletalDepth
- 1.3.18 SkelMeshGUID
- 1.3.19 Sockets
- 1.1 Property group 'Cloth'
- SkeletalMesh properties in other games:
- UDK
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[edit]
Property group 'Cloth'[edit]
bClothMetal[edit]
Type: bool
Modifiers: const
Whether cloth simulation should be wrapped inside a Rigid Body and only be used upon impact
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
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.
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.
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
bUseClothCOMDamping[edit]
Type: bool
Modifiers: const
Enable center of mass damping of cloth internal velocities.
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
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]
Modifiers: const
Vertices with any weight to these bones are considered 'cloth'.
ClothCollisionResponseCoefficient[edit]
Type: float
Modifiers: const
Response coefficient for cloth/rb collision
Default value: 0.2
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
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
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.
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
Property group 'SkeletalMesh'[edit]
AddToParentPerPolyCollisionBone[edit]
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
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
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]
For each bone specified here, all triangles rigidly weighted to that bone are entered into a kDOP, allowing per-poly collision checks.
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.
StartDisplayBoneName[edit]
Type: name
Bone Name to start drawing bones from. See SkeletalMeshComponent.bDisplayBones.
Internal variables[edit]
Bounds[edit]
Type: Object.BoxSphereBounds
Modifiers: const, native
ClothIndexBuffer[edit]
Modifiers: const
Index buffer for simulation cloth.
ClothMesh[edit]
Modifiers: const, native, transient
Cache of ClothMesh objects at different scales.
ClothMeshScale[edit]
Modifiers: const, native, transient
Scale of each of the ClothMesh objects in cache. This array is same size as ClothMesh.
ClothToGraphicsVertMap[edit]
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]
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]
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.
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]
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<Object.Matrix>
Modifiers: const, native
RefSkeleton[edit]
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>