Class SkeletalMesh
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh.
Inheritance
System.Object
SkeletalMesh
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class SkeletalMesh : UObject
Properties
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AssetImportData
Importing data and options used for this mesh
Declaration
public AssetImportData AssetImportData { get; set; }
Property Value
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AssetUserData
Array of user data stored with the asset
Declaration
public ObjectArrayField<AssetUserData> AssetUserData { get; }
Property Value
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bEnablePerPolyCollision
Declaration
public bool bEnablePerPolyCollision { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bHasBeenSimplified
Declaration
public bool bHasBeenSimplified { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bHasCustomDefaultEditorCamera
Declaration
public bool bHasCustomDefaultEditorCamera { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bHasVertexColors
Declaration
public bool bHasVertexColors { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BodySetup
Physics data for the per poly collision case. In 99% of cases you will not need this and are better off using simple ragdoll collision (physics asset)
Declaration
public BodySetup BodySetup { get; set; }
Property Value
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bUseFullPrecisionUVs
Declaration
public bool bUseFullPrecisionUVs { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseHighPrecisionTangentBasis
Declaration
public bool bUseHighPrecisionTangentBasis { get; set; }
Property Value
Type |
Description |
System.Boolean |
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DefaultEditorCameraLocation
Declaration
public Vector DefaultEditorCameraLocation { get; set; }
Property Value
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DefaultEditorCameraLookAt
Declaration
public Vector DefaultEditorCameraLookAt { get; set; }
Property Value
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DefaultEditorCameraOrthoZoom
Default camera ortho zoom
Declaration
public float DefaultEditorCameraOrthoZoom { get; set; }
Property Value
Type |
Description |
System.Single |
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DefaultEditorCameraRotation
Declaration
public Rotator DefaultEditorCameraRotation { get; set; }
Property Value
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static SkeletalMesh DefaultObject { get; }
Property Value
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ExtendedBounds
Bounds extended by user values below
Declaration
public BoxSphereBounds ExtendedBounds { get; set; }
Property Value
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FloorOffset
Height offset for the floor mesh in the editor
Declaration
public float FloorOffset { get; set; }
Property Value
Type |
Description |
System.Single |
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ImportedBounds
Original imported mesh bounds
Declaration
public BoxSphereBounds ImportedBounds { get; set; }
Property Value
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LODSettings
Declaration
public SkeletalMeshLODSettings LODSettings { get; set; }
Property Value
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MeshClothingAssets
Clothing assets imported to this mesh.
Declaration
public ObjectArrayField<ClothingAssetBase> MeshClothingAssets { get; }
Property Value
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MinLod
Minimum LOD to render. Can be overridden per component as well as set here for all mesh instances here
Declaration
public PerPlatformInt MinLod { get; set; }
Property Value
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MorphTargets
Declaration
public ObjectArrayField<MorphTarget> MorphTargets { get; }
Property Value
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NegativeBoundsExtension
Bound extension values in addition to imported bound in the negative direction of XYZ,
positive value increases bound size and negative value decreases bound size.
Declaration
public Vector NegativeBoundsExtension { get; }
Property Value
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NodeMappingData
Mapping data that is saved
Declaration
public ObjectArrayField<NodeMappingContainer> NodeMappingData { get; }
Property Value
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PhysicsAsset
Physics and collision information used for this USkeletalMesh, set up in Physics Asset Editor.
Declaration
public PhysicsAsset PhysicsAsset { get; }
Property Value
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PositiveBoundsExtension
Bound extension values in addition to imported bound in the positive direction of XYZ,
positive value increases bound size and negative value decreases bound size.
Declaration
public Vector PositiveBoundsExtension { get; }
Property Value
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PostProcessAnimBlueprint
Animation Blueprint class to run as a post process for this mesh.
Declaration
public SubclassOf<AnimInstance> PostProcessAnimBlueprint { get; }
Property Value
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PreviewAttachedAssetContainer
Attached assets component for this mesh
Declaration
public PreviewAssetAttachContainer PreviewAttachedAssetContainer { get; set; }
Property Value
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SamplingInfo
Defines if and how to generate a set of precomputed data allowing targeted and fast sampling of this mesh on the CPU.
Declaration
public SkeletalMeshSamplingInfo SamplingInfo { get; set; }
Property Value
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ShadowPhysicsAsset
Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled.
Declaration
public PhysicsAsset ShadowPhysicsAsset { get; }
Property Value
Remarks
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Skeleton
Skeleton of this skeletal mesh *
Declaration
public Skeleton Skeleton { get; }
Property Value
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SkelMirrorAxis
Declaration
public byte SkelMirrorAxis { get; set; }
Property Value
Type |
Description |
System.Byte |
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SkelMirrorFlipAxis
Declaration
public byte SkelMirrorFlipAxis { get; set; }
Property Value
Type |
Description |
System.Byte |
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Sockets
Array of named socket locations, set up in editor and used as a shortcut instead of specifying
everything explicitly to AttachComponent in the SkeletalMeshComponent.
Declaration
public ObjectArrayField<SkeletalMeshSocket> Sockets { get; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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ThumbnailInfo
Information for thumbnail rendering
Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
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VertexColorGuid
The guid to compute the ddc key, it must be dirty when we change the vertex color.
Declaration
public FGuid VertexColorGuid { get; set; }
Property Value
Methods
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FindSocket(Name)
Find a socket object in this SkeletalMesh by name.
Declaration
public SkeletalMeshSocket FindSocket(Name InSocketName)
Parameters
Type |
Name |
Description |
Name |
InSocketName |
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Returns
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FindSocketAndIndex(Name)
Find a socket object in this SkeletalMesh by name.
Declaration
public (int, SkeletalMeshSocket) FindSocketAndIndex(Name InSocketName)
Parameters
Type |
Name |
Description |
Name |
InSocketName |
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Returns
Remarks
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GetBounds()
Get the extended bounds of this mesh (imported bounds plus bounds extension)
Declaration
public BoxSphereBounds GetBounds()
Returns
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GetImportedBounds()
Get the original imported bounds of the skel mesh
Declaration
public BoxSphereBounds GetImportedBounds()
Returns
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GetNodeMappingContainer(Blueprint)
Get Node Mapping Container
Declaration
public NodeMappingContainer GetNodeMappingContainer(Blueprint SourceAsset)
Parameters
Returns
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GetSocketByIndex(Int32)
Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.
Declaration
public SkeletalMeshSocket GetSocketByIndex(int Index)
Parameters
Type |
Name |
Description |
System.Int32 |
Index |
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Returns
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IsSectionUsingCloth(Int32, Boolean)
Checks whether the provided section is using APEX cloth.
Declaration
public bool IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections)
Parameters
Type |
Name |
Description |
System.Int32 |
InSectionIndex |
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System.Boolean |
bCheckCorrespondingSections |
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Returns
Type |
Description |
System.Boolean |
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New(UObject, Name)
Spawn an object of this class
Declaration
public static SkeletalMesh New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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NumSockets()
Returns the number of sockets available. Both on this mesh and it's skeleton.
Declaration
Returns
Type |
Description |
System.Int32 |
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SetLODSettings(SkeletalMeshLODSettings)
Declaration
public void SetLODSettings(SkeletalMeshLODSettings InLODSettings)
Parameters
Operators
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Implicit(IntPtr to SkeletalMesh)
Convert from IntPtr to UObject
Declaration
public static implicit operator SkeletalMesh(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns