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UE3:SkeletalMesh properties (UT3)

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UT3 Object >> SkeletalMesh (properties)

Contents

SkeletalMesh properties in other games:
UDK

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]

Type: array<name>

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]

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

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]

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.

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]

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.

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.

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<Object.Matrix>

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>