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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
UObject
SkeletalMesh
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
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)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class SkeletalMesh : UObject
Remarks

Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc).

@see https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/

Properties

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AssetImportData

Importing data and options used for this mesh

Declaration
public AssetImportData AssetImportData { get; set; }
Property Value
Type Description
AssetImportData
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AssetUserData

Array of user data stored with the asset

Declaration
public ObjectArrayField<AssetUserData> AssetUserData { get; }
Property Value
Type Description
ObjectArrayField<AssetUserData>
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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
Type Description
BodySetup
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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

Default camera location

Declaration
public Vector DefaultEditorCameraLocation { get; set; }
Property Value
Type Description
Vector
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DefaultEditorCameraLookAt

Default camera look at

Declaration
public Vector DefaultEditorCameraLookAt { get; set; }
Property Value
Type Description
Vector
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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

Default camera rotation

Declaration
public Rotator DefaultEditorCameraRotation { get; set; }
Property Value
Type Description
Rotator
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static SkeletalMesh DefaultObject { get; }
Property Value
Type Description
SkeletalMesh
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ExtendedBounds

Bounds extended by user values below

Declaration
public BoxSphereBounds ExtendedBounds { get; set; }
Property Value
Type Description
BoxSphereBounds
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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
Type Description
BoxSphereBounds
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LODSettings

LODSettings

Declaration
public SkeletalMeshLODSettings LODSettings { get; set; }
Property Value
Type Description
SkeletalMeshLODSettings
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MeshClothingAssets

Clothing assets imported to this mesh.

Declaration
public ObjectArrayField<ClothingAssetBase> MeshClothingAssets { get; }
Property Value
Type Description
ObjectArrayField<ClothingAssetBase>
Remarks

May or may not be in use currently on the mesh. Ordering not guaranteed, use the provided getters to access elements in this array whenever possible

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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
Type Description
PerPlatformInt
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MorphTargets

Morph Targets

Declaration
public ObjectArrayField<MorphTarget> MorphTargets { get; }
Property Value
Type Description
ObjectArrayField<MorphTarget>
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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
Type Description
Vector
Remarks

The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].

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NodeMappingData

Mapping data that is saved

Declaration
public ObjectArrayField<NodeMappingContainer> NodeMappingData { get; }
Property Value
Type Description
ObjectArrayField<NodeMappingContainer>
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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
Type Description
PhysicsAsset
Remarks

This is used for per-bone hit detection, accurate bounding box calculation and ragdoll physics for example.

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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
Type Description
Vector
Remarks

The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].

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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
Type Description
SubclassOf<AnimInstance>
Remarks

This blueprint will be ran before physics, but after the main anim instance for any skeletal mesh component using this mesh.

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PreviewAttachedAssetContainer

Attached assets component for this mesh

Declaration
public PreviewAssetAttachContainer PreviewAttachedAssetContainer { get; set; }
Property Value
Type Description
PreviewAssetAttachContainer
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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
Type Description
SkeletalMeshSamplingInfo
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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
Type Description
PhysicsAsset
Remarks

Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.

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Skeleton

Skeleton of this skeletal mesh *

Declaration
public Skeleton Skeleton { get; }
Property Value
Type Description
Skeleton
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SkelMirrorAxis

Skel Mirror Axis

Declaration
public byte SkelMirrorAxis { get; set; }
Property Value
Type Description
System.Byte
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SkelMirrorFlipAxis

Skel Mirror Flip Axis

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
Type Description
ObjectArrayField<SkeletalMeshSocket>
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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ThumbnailInfo

Information for thumbnail rendering

Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
Type Description
ThumbnailInfo
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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
Type Description
FGuid

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
Returns
Type Description
SkeletalMeshSocket
Remarks

Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

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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
Returns
Type Description
System.ValueTuple<System.Int32, SkeletalMeshSocket>
Remarks

Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex()

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GetBounds()

Get the extended bounds of this mesh (imported bounds plus bounds extension)

Declaration
public BoxSphereBounds GetBounds()
Returns
Type Description
BoxSphereBounds
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GetImportedBounds()

Get the original imported bounds of the skel mesh

Declaration
public BoxSphereBounds GetImportedBounds()
Returns
Type Description
BoxSphereBounds
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GetNodeMappingContainer(Blueprint)

Get Node Mapping Container

Declaration
public NodeMappingContainer GetNodeMappingContainer(Blueprint SourceAsset)
Parameters
Type Name Description
Blueprint SourceAsset
Returns
Type Description
NodeMappingContainer
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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
Returns
Type Description
SkeletalMeshSocket
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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
System.Boolean bCheckCorrespondingSections
Returns
Type Description
System.Boolean
Remarks

if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed) @param InSectionIndex Index to check @param bCheckCorrespondingSections Whether to check corresponding sections for disabled sections

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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
Type Name Description
UObject obj
Name name
Returns
Type Description
SkeletalMesh
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NumSockets()

Returns the number of sockets available. Both on this mesh and it's skeleton.

Declaration
public int NumSockets()
Returns
Type Description
System.Int32
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SetLODSettings(SkeletalMeshLODSettings)

Set LODSettings

Declaration
public void SetLODSettings(SkeletalMeshLODSettings InLODSettings)
Parameters
Type Name Description
SkeletalMeshLODSettings InLODSettings

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
Returns
Type Description
SkeletalMesh
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