Class SkeletalMeshComponent
SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset.
Inheritance
Inherited Members
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class SkeletalMeshComponent : SkinnedMeshComponent
Remarks
@see https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/ @see USkeletalMesh
Properties
| Improve this Doc View SourceAnimationData
Animation Data
Declaration
public SingleAnimationPlayData AnimationData { get; set; }
Property Value
Type | Description |
---|---|
SingleAnimationPlayData |
AnimationMode
Whether to use Animation Blueprint or play Single Animation Asset.
Declaration
public byte AnimationMode { get; }
Property Value
Type | Description |
---|---|
System.Byte |
AnimBlueprintGeneratedClass
Anim Blueprint Generated Class
Declaration
public SubclassOf<UObject> AnimBlueprintGeneratedClass { get; }
Property Value
Type | Description |
---|---|
SubclassOf<UObject> |
AnimClass
The AnimBlueprint class to use. Use 'SetAnimInstanceClass' to change at runtime.
Declaration
public SubclassOf<AnimInstance> AnimClass { get; }
Property Value
Type | Description |
---|---|
SubclassOf<AnimInstance> |
AnimScriptInstance
The active animation graph program instance.
Declaration
public AnimInstance AnimScriptInstance { get; set; }
Property Value
Type | Description |
---|---|
AnimInstance |
AreaStiffness
Area Stiffness
Declaration
public float AreaStiffness { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
bAllowAnimCurveEvaluation
Declaration
public bool bAllowAnimCurveEvaluation { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bAnimTreeInitialised
Declaration
public bool bAnimTreeInitialised { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bBlendPhysics
Declaration
public bool bBlendPhysics { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCollideWithAttachedChildren
Declaration
public bool bCollideWithAttachedChildren { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCollideWithEnvironment
Declaration
public bool bCollideWithEnvironment { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bDisableClothSimulation
Declaration
public bool bDisableClothSimulation { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bDisablePostProcessBlueprint
Declaration
public bool bDisablePostProcessBlueprint { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bEnableLineCheckWithBounds
Declaration
public bool bEnableLineCheckWithBounds { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bEnablePerPolyCollision
Declaration
public bool bEnablePerPolyCollision { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bEnablePhysicsOnDedicatedServer
Declaration
public bool bEnablePhysicsOnDedicatedServer { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
BendingStiffness
Bending Stiffness
Declaration
public float BendingStiffness { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
bForceRefpose
Declaration
public bool bForceRefpose { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bHasValidBodies
Declaration
public bool bHasValidBodies { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bIncludeComponentLocationIntoBounds
Declaration
public bool bIncludeComponentLocationIntoBounds { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bIsAutonomousTickPose
Declaration
public bool bIsAutonomousTickPose { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bLocalSpaceSimulation
Declaration
public bool bLocalSpaceSimulation { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bNeedsQueuedAnimEventsDispatched
Declaration
public bool bNeedsQueuedAnimEventsDispatched { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bNoSkeletonUpdate
Declaration
public bool bNoSkeletonUpdate { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
BodySetup
Used for per poly collision.
Declaration
public BodySetup BodySetup { get; set; }
Property Value
Type | Description |
---|---|
BodySetup |
Remarks
In 99% of cases you will be better off using a Physics Asset. This BodySetup is per instance because all modification of vertices is done in place
bOldForceRefPose
Declaration
public bool bOldForceRefPose { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bOnlyAllowAutonomousTickPose
Declaration
public bool bOnlyAllowAutonomousTickPose { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bPauseAnims
Declaration
public bool bPauseAnims { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bRequiredBonesUpToDate
Declaration
public bool bRequiredBonesUpToDate { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bResetAfterTeleport
Declaration
public bool bResetAfterTeleport { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bShowPrePhysBones
Declaration
public bool bShowPrePhysBones { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUpdateAnimationInEditor
Declaration
public bool bUpdateAnimationInEditor { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUpdateJointsFromAnimation
Declaration
public bool bUpdateJointsFromAnimation { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUpdateOverlapsOnAnimationFinalize
Declaration
public bool bUpdateOverlapsOnAnimationFinalize { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseBendingElements
Declaration
public bool bUseBendingElements { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseContinuousCollisionDetection
Declaration
public bool bUseContinuousCollisionDetection { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseRefPoseOnInitAnim
Declaration
public bool bUseRefPoseOnInitAnim { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseSelfCollisions
Declaration
public bool bUseSelfCollisions { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseTetrahedralConstraints
Declaration
public bool bUseTetrahedralConstraints { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseThinShellVolumeConstraints
Declaration
public bool bUseThinShellVolumeConstraints { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
ClothBlendWeight
weight to blend between simulated results and key-framed positions if weight is 1.
Declaration
public float ClothBlendWeight { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
0, shows only cloth simulation results and 0.0 will show only skinned results
ClothingInteractor
Object responsible for interacting with the clothing simulation.
Declaration
public ClothingSimulationInteractor ClothingInteractor { get; set; }
Property Value
Type | Description |
---|---|
ClothingSimulationInteractor |
Remarks
Blueprints and code can call/set data on this from the game thread and the next time it is safe to do so the interactor will sync to the simulation context
ClothingSimulationFactory
Class of the object responsible for
Declaration
public SubclassOf<ClothingSimulationFactory> ClothingSimulationFactory { get; set; }
Property Value
Type | Description |
---|---|
SubclassOf<ClothingSimulationFactory> |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static SkeletalMeshComponent DefaultObject { get; }
Property Value
Type | Description |
---|---|
SkeletalMeshComponent |
EdgeStiffness
Edge Stiffness
Declaration
public float EdgeStiffness { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
GlobalAnimRateScale
Used to scale speed of all animations on this skeletal mesh.
Declaration
public float GlobalAnimRateScale { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
KinematicBonesUpdateType
If we are running physics, should we update non-simulated bones based on the animation bone positions.
Declaration
public byte KinematicBonesUpdateType { get; set; }
Property Value
Type | Description |
---|---|
System.Byte |
LineCheckBoundsScale
If bEnableLineCheckWithBounds is true, scale the bounds by this value before doing line check.
Declaration
public Vector LineCheckBoundsScale { get; set; }
Property Value
Type | Description |
---|---|
Vector |
PhysicsTransformUpdateMode
Whether physics simulation updates component transform.
Declaration
public byte PhysicsTransformUpdateMode { get; set; }
Property Value
Type | Description |
---|---|
System.Byte |
PostProcessAnimInstance
An instance created from the PostPhysicsBlueprint property of the skeletal mesh we're using,
Declaration
public AnimInstance PostProcessAnimInstance { get; set; }
Property Value
Type | Description |
---|---|
AnimInstance |
Remarks
Runs after physics has been blended
RootBoneTranslation
Offset of the root bone from the reference pose. Used to offset bounding box.
Declaration
public Vector RootBoneTranslation { get; set; }
Property Value
Type | Description |
---|---|
Vector |
ShapeTargetStiffness
Shape Target Stiffness
Declaration
public float ShapeTargetStiffness { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
StrainLimitingStiffness
Strain Limiting Stiffness
Declaration
public float StrainLimitingStiffness { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
SubInstances
Any running sub anim instances that need to be updates on the game thread
Declaration
public ObjectArrayField<AnimInstance> SubInstances { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<AnimInstance> |
TeleportDistanceThreshold
Conduct teleportation if the character's movement is greater than this threshold in 1 frame.
Declaration
public float TeleportDistanceThreshold { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
Zero or negative values will skip the check. You can also do force teleport manually using ForceNextUpdateTeleport() / ForceNextUpdateTeleportAndReset().
TeleportRotationThreshold
Rotation threshold in degrees, ranging from 0 to 180.
Declaration
public float TeleportRotationThreshold { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
Conduct teleportation if the character's rotation is greater than this threshold in 1 frame. Zero or negative values will skip the check.
VolumeStiffness
Volume Stiffness
Declaration
public float VolumeStiffness { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Methods
| Improve this Doc View SourceAccumulateAllBodiesBelowPhysicsBlendWeight(Name, Single, Boolean)
Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated
Declaration
public void AccumulateAllBodiesBelowPhysicsBlendWeight(Name InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType)
Parameters
Type | Name | Description |
---|---|---|
Name | InBoneName | |
System.Single | AddPhysicsBlendWeight | |
System.Boolean | bSkipCustomPhysicsType |
AddForceToAllBodiesBelow(Vector, Name, Boolean, Boolean)
Add a force to all rigid bodies below.
Declaration
public void AddForceToAllBodiesBelow(Vector Force, Name BoneName, bool bAccelChange, bool bIncludeSelf)
Parameters
Type | Name | Description |
---|---|---|
Vector | Force | |
Name | BoneName | |
System.Boolean | bAccelChange | |
System.Boolean | bIncludeSelf |
Remarks
This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
@param Force Force vector to apply. Magnitude indicates strength of force. @param BoneName If a SkeletalMeshComponent, name of body to apply force to. 'None' indicates root body. @param bAccelChange If true, Force is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect). @param bIncludeSelf If false, Force is only applied to bodies below but not given bone name.
AddImpulseToAllBodiesBelow(Vector, Name, Boolean, Boolean)
Add impulse to all single rigid bodies below.
Declaration
public void AddImpulseToAllBodiesBelow(Vector Impulse, Name BoneName, bool bVelChange, bool bIncludeSelf)
Parameters
Type | Name | Description |
---|---|---|
Vector | Impulse | |
Name | BoneName | |
System.Boolean | bVelChange | |
System.Boolean | bIncludeSelf |
Remarks
Good for one time instant burst.
@param Impulse Magnitude and direction of impulse to apply. @param BoneName If a SkeletalMeshComponent, name of body to apply impulse to. 'None' indicates root body. @param bVelChange If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect). @param bIncludeSelf If false, Force is only applied to bodies below but not given bone name.
AllowAnimCurveEvaluation(Name, Boolean)
Allow Anim Curve Evaluation
Declaration
public void AllowAnimCurveEvaluation(Name NameOfCurve, bool bAllow)
Parameters
Type | Name | Description |
---|---|---|
Name | NameOfCurve | |
System.Boolean | bAllow |
BindClothToMasterPoseComponent()
If this component has a valid MasterPoseComponent then this function makes cloth items on the slave component take the transforms of the cloth items on the master component instead of simulating separately.
Declaration
public void BindClothToMasterPoseComponent()
Remarks
@Note This will FORCE any cloth actor on the master component to simulate in local space. Also The meshes used in the components must be identical for the cloth to bind correctly
BreakConstraint(Vector, Vector, Name)
Break a constraint off a Gore mesh.
Declaration
public void BreakConstraint(Vector Impulse, Vector HitLocation, Name InBoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | Impulse | |
Vector | HitLocation | |
Name | InBoneName |
Remarks
@param Impulse vector of impulse @param HitLocation location of the hit @param InBoneName Name of bone to break constraint for
ClearMorphTargets()
Clear all Morph Target that are set to this mesh
Declaration
public void ClearMorphTargets()
FindConstraintBoneName(Int32)
Find Constraint Name from index @
Declaration
public Name FindConstraintBoneName(int ConstraintIndex)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | ConstraintIndex |
Returns
Type | Description |
---|---|
Name |
Remarks
param ConstraintIndex Index of constraint to look for @return Constraint Joint Name
ForceClothNextUpdateTeleport()
Used to indicate we should force 'teleport' during the next call to UpdateClothState, This will transform positions and velocities and thus keep the simulation state, just translate it to a new pose.
Declaration
public void ForceClothNextUpdateTeleport()
ForceClothNextUpdateTeleportAndReset()
Used to indicate we should force 'teleport and reset' during the next call to UpdateClothState.
Declaration
public void ForceClothNextUpdateTeleportAndReset()
Remarks
This can be used to reset it from a bad state or by a teleport where the old state is not important anymore.
GetAllowedAnimCurveEvaluate()
Get Allowed Anim Curve Evaluate
Declaration
public bool GetAllowedAnimCurveEvaluate()
Returns
Type | Description |
---|---|
System.Boolean |
GetAnimationMode()
Get Animation Mode
Declaration
public byte GetAnimationMode()
Returns
Type | Description |
---|---|
System.Byte |
GetAnimInstance()
Returns the animation instance that is driving the class (if available).
Declaration
public AnimInstance GetAnimInstance()
Returns
Type | Description |
---|---|
AnimInstance |
Remarks
This is typically an instance of the class set as AnimBlueprintGeneratedClass (generated by an animation blueprint) Since this instance is transient, it is not safe to be used during construction script
GetBoneMass(Name, Boolean)
Returns the mass (in kg) of the given bone @
Declaration
public float GetBoneMass(Name BoneName, bool bScaleMass)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName | |
System.Boolean | bScaleMass |
Returns
Type | Description |
---|---|
System.Single |
Remarks
param BoneName Name of the body to return. 'None' indicates root body. @param bScaleMass If true, the mass is scaled by the bone's MassScale.
GetClothingSimulationInteractor()
Get the current interactor for a clothing simulation, if the current simulation supports runtime interaction.
Declaration
public ClothingSimulationInteractor GetClothingSimulationInteractor()
Returns
Type | Description |
---|---|
ClothingSimulationInteractor |
GetClothMaxDistanceScale()
Get/Set the max distance scale of clothing mesh vertices
Declaration
public float GetClothMaxDistanceScale()
Returns
Type | Description |
---|---|
System.Single |
GetCurrentJointAngles(Name)
Gets the current Angular state for a named bone constraint @
Declaration
public (float, float, float) GetCurrentJointAngles(Name InBoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | InBoneName |
Returns
Type | Description |
---|---|
System.ValueTuple<System.Single, System.Single, System.Single> |
Remarks
param InBoneName Name of bone to get constraint ranges for @param Swing1Angle current angular state of the constraint @param TwistAngle current angular state of the constraint @param Swing2Angle current angular state of the constraint
GetDisableAnimCurves()
Get Disable Anim Curves
Declaration
public bool GetDisableAnimCurves()
Returns
Type | Description |
---|---|
System.Boolean |
GetDisablePostProcessBlueprint()
Gets whether the post process blueprint is currently disabled for this component
Declaration
public bool GetDisablePostProcessBlueprint()
Returns
Type | Description |
---|---|
System.Boolean |
GetMorphTarget(Name)
Get Morph target with given name
Declaration
public float GetMorphTarget(Name MorphTargetName)
Parameters
Type | Name | Description |
---|---|---|
Name | MorphTargetName |
Returns
Type | Description |
---|---|
System.Single |
GetPlayRate()
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public float GetPlayRate()
Returns
Type | Description |
---|---|
System.Single |
Remarks
That will override AnimationData to be serialized
GetPosition()
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public float GetPosition()
Returns
Type | Description |
---|---|
System.Single |
Remarks
That will override AnimationData to be serialized
GetPostProcessInstance()
Returns the active post process instance is one is available.
Declaration
public AnimInstance GetPostProcessInstance()
Returns
Type | Description |
---|---|
AnimInstance |
Remarks
This is set on the mesh that this component is using, and is evaluated immediately after the main instance.
GetSkeletalCenterOfMass()
Returns the center of mass of the skeletal mesh, instead of the root body's location
Declaration
public Vector GetSkeletalCenterOfMass()
Returns
Type | Description |
---|---|
Vector |
GetSubInstanceByName(Name)
Returns the a tagged sub-instance node.
Declaration
public AnimInstance GetSubInstanceByName(Name InName)
Parameters
Type | Name | Description |
---|---|---|
Name | InName |
Returns
Type | Description |
---|---|
AnimInstance |
Remarks
If non sub instances are found or none are tagged with the supplied name, this will return NULL.
GetTeleportDistanceThreshold()
Gets the teleportation distance threshold.
Declaration
public float GetTeleportDistanceThreshold()
Returns
Type | Description |
---|---|
System.Single |
Remarks
@return Threshold value.
GetTeleportRotationThreshold()
Gets the teleportation rotation threshold.
Declaration
public float GetTeleportRotationThreshold()
Returns
Type | Description |
---|---|
System.Single |
Remarks
@return Threshold in degrees.
HasValidAnimationInstance()
Returns whether there are any valid instances to run, currently this means whether we have have an animation instance or a post process instance available to process.
Declaration
public bool HasValidAnimationInstance()
Returns
Type | Description |
---|---|
System.Boolean |
IsBodyGravityEnabled(Name)
Checks whether or not gravity is enabled on the given bone.
Declaration
public bool IsBodyGravityEnabled(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Returns
Type | Description |
---|---|
System.Boolean |
Remarks
NAME_None indicates the root body should be queried. If the bone name given is otherwise invalid, false is returned.
@param BoneName The name of the bone to check. @return True if gravity is enabled on the bone.
IsClothingSimulationSuspended()
Gets whether or not the clothing simulation is currently suspended
Declaration
public bool IsClothingSimulationSuspended()
Returns
Type | Description |
---|---|
System.Boolean |
IsPlaying()
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public bool IsPlaying()
Returns
Type | Description |
---|---|
System.Boolean |
Remarks
That will override AnimationData to be serialized
K2_GetClosestPointOnPhysicsAsset(Vector)
Given a world position, find the closest point on the physics asset.
Declaration
public (Vector, Vector, Name, float, bool) K2_GetClosestPointOnPhysicsAsset(Vector WorldPosition)
Parameters
Type | Name | Description |
---|---|---|
Vector | WorldPosition |
Returns
Type | Description |
---|---|
System.ValueTuple<Vector, Vector, Name, System.Single, System.Boolean> |
Remarks
Note that this is independent of collision and welding. This is based purely on animation position @param WorldPosition The point we want the closest point to (i.e. for all bodies in the physics asset, find the one that has a point closest to WorldPosition) @param ClosestPointOnPhysicsAsset The data associated with the closest point (position, normal, etc...) @return true if we found a closest point
K2_SetAnimInstanceClass(SubclassOf<UObject>)
Set the anim instance class. Clears and re-initializes the anim instance with the new class and sets animation mode to 'AnimationBlueprint'
Declaration
public void K2_SetAnimInstanceClass(SubclassOf<UObject> NewClass)
Parameters
Type | Name | Description |
---|---|---|
SubclassOf<UObject> | NewClass |
New(UObject, Name)
Spawn an object of this class
Declaration
public static SkeletalMeshComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
SkeletalMeshComponent |
OverrideAnimationData(AnimationAsset, Boolean, Boolean, Single, Single)
This overrides current AnimationData parameter in the SkeletalMeshComponent.
Declaration
public void OverrideAnimationData(AnimationAsset InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate)
Parameters
Type | Name | Description |
---|---|---|
AnimationAsset | InAnimToPlay | |
System.Boolean | bIsLooping | |
System.Boolean | bIsPlaying | |
System.Single | Position | |
System.Single | PlayRate |
Remarks
This will serialize when the component serialize so it can be used during construction script. However note that this will override current existing data This can be useful if you'd like to make a blueprint with custom default animation per component This sets single player mode, which means you can't use AnimBlueprint with it
Play(Boolean)
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public void Play(bool bLooping)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bLooping |
Remarks
That will override AnimationData to be serialized
PlayAnimation(AnimationAsset, Boolean)
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public void PlayAnimation(AnimationAsset NewAnimToPlay, bool bLooping)
Parameters
Type | Name | Description |
---|---|---|
AnimationAsset | NewAnimToPlay | |
System.Boolean | bLooping |
Remarks
That will override AnimationData to be serialized
ResetAllBodiesSimulatePhysics()
Allows you to reset bodies Simulate state based on where bUsePhysics is set to true in the BodySetup.
Declaration
public void ResetAllBodiesSimulatePhysics()
ResetAllowedAnimCurveEvaluation()
By reset, it will allow all the curves to be evaluated
Declaration
public void ResetAllowedAnimCurveEvaluation()
ResetAnimInstanceDynamics(ETeleportType)
Informs any active anim instances (main instance, sub instances, post instance) that a dynamics reset is required for example if a teleport occurs.
Declaration
public void ResetAnimInstanceDynamics(ETeleportType InTeleportType)
Parameters
Type | Name | Description |
---|---|---|
ETeleportType | InTeleportType |
ResetClothTeleportMode()
Reset the teleport mode of a next update to 'Continuous'
Declaration
public void ResetClothTeleportMode()
ResumeClothingSimulation()
Resumes a previously suspended clothing simulation, teleporting the clothing on the next tick
Declaration
public void ResumeClothingSimulation()
SetAllBodiesBelowPhysicsBlendWeight(Name, Single, Boolean, Boolean)
Set all of the bones below passed in bone to be simulated
Declaration
public void SetAllBodiesBelowPhysicsBlendWeight(Name InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf)
Parameters
Type | Name | Description |
---|---|---|
Name | InBoneName | |
System.Single | PhysicsBlendWeight | |
System.Boolean | bSkipCustomPhysicsType | |
System.Boolean | bIncludeSelf |
SetAllBodiesBelowSimulatePhysics(Name, Boolean, Boolean)
Set all of the bones below passed in bone to be simulated
Declaration
public void SetAllBodiesBelowSimulatePhysics(Name InBoneName, bool bNewSimulate, bool bIncludeSelf)
Parameters
Type | Name | Description |
---|---|---|
Name | InBoneName | |
System.Boolean | bNewSimulate | |
System.Boolean | bIncludeSelf |
SetAllBodiesPhysicsBlendWeight(Single, Boolean)
Set All Bodies Physics Blend Weight
Declaration
public void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType)
Parameters
Type | Name | Description |
---|---|---|
System.Single | PhysicsBlendWeight | |
System.Boolean | bSkipCustomPhysicsType |
SetAllBodiesSimulatePhysics(Boolean)
Set bSimulatePhysics to true for all bone bodies. Does not change the component bSimulatePhysics flag.
Declaration
public void SetAllBodiesSimulatePhysics(bool bNewSimulate)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewSimulate |
SetAllMotorsAngularDriveParams(Single, Single, Single, Boolean)
Set Angular Drive motors params for all constraint instances
Declaration
public void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType)
Parameters
Type | Name | Description |
---|---|---|
System.Single | InSpring | |
System.Single | InDamping | |
System.Single | InForceLimit | |
System.Boolean | bSkipCustomPhysicsType |
SetAllMotorsAngularPositionDrive(Boolean, Boolean, Boolean)
Enable or Disable AngularPositionDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.
Declaration
public void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bEnableSwingDrive | |
System.Boolean | bEnableTwistDrive | |
System.Boolean | bSkipCustomPhysicsType |
SetAllMotorsAngularVelocityDrive(Boolean, Boolean, Boolean)
Enable or Disable AngularVelocityDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.
Declaration
public void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bEnableSwingDrive | |
System.Boolean | bEnableTwistDrive | |
System.Boolean | bSkipCustomPhysicsType |
SetAllowAnimCurveEvaluation(Boolean)
Set Allow Anim Curve Evaluation
Declaration
public void SetAllowAnimCurveEvaluation(bool bInAllow)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bInAllow |
SetAllowedAnimCurvesEvaluation(Byte, Boolean)
resets, and then only allow the following list to be allowed/disallowed
Declaration
public void SetAllowedAnimCurvesEvaluation(byte List, bool bAllow)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | List | |
System.Boolean | bAllow |
SetAngularLimits(Name, Single, Single, Single)
Sets the Angular Motion Ranges for a named bone @
Declaration
public void SetAngularLimits(Name InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle)
Parameters
Type | Name | Description |
---|---|---|
Name | InBoneName | |
System.Single | Swing1LimitAngle | |
System.Single | TwistLimitAngle | |
System.Single | Swing2LimitAngle |
Remarks
param InBoneName Name of bone to adjust constraint ranges for @param Swing1LimitAngle Size of limit in degrees, 0 means locked, 180 means free @param TwistLimitAngle Size of limit in degrees, 0 means locked, 180 means free @param Swing2LimitAngle Size of limit in degrees, 0 means locked, 180 means free
SetAnimation(AnimationAsset)
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public void SetAnimation(AnimationAsset NewAnimToPlay)
Parameters
Type | Name | Description |
---|---|---|
AnimationAsset | NewAnimToPlay |
Remarks
That will override AnimationData to be serialized
SetAnimationMode(Byte)
Below are the interface to control animation when animation mode, not blueprint mode *
Declaration
public void SetAnimationMode(byte InAnimationMode)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | InAnimationMode |
SetBodyNotifyRigidBodyCollision(Boolean, Name)
Changes the value of bNotifyRigidBodyCollision for a given body @
Declaration
public void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewNotifyRigidBodyCollision | |
Name | BoneName |
Remarks
param bNewNotifyRigidBodyCollision The value to assign to bNotifyRigidBodyCollision @param BoneName Name of the body to turn hit notifies on/off. None implies root body
SetClothMaxDistanceScale(Single)
Set Cloth Max Distance Scale
Declaration
public void SetClothMaxDistanceScale(float Scale)
Parameters
Type | Name | Description |
---|---|---|
System.Single | Scale |
SetConstraintProfile(Name, Name, Boolean)
Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset. If profile name is not found the joint is set to use the default constraint profile.
Declaration
public void SetConstraintProfile(Name JointName, Name ProfileName, bool bDefaultIfNotFound)
Parameters
Type | Name | Description |
---|---|---|
Name | JointName | |
Name | ProfileName | |
System.Boolean | bDefaultIfNotFound |
SetConstraintProfileForAll(Name, Boolean)
Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset for all constraints. If profile name is not found the joint is set to use the default constraint profile.
Declaration
public void SetConstraintProfileForAll(Name ProfileName, bool bDefaultIfNotFound)
Parameters
Type | Name | Description |
---|---|---|
Name | ProfileName | |
System.Boolean | bDefaultIfNotFound |
SetDisableAnimCurves(Boolean)
Set Disable Anim Curves
Declaration
public void SetDisableAnimCurves(bool bInDisableAnimCurves)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bInDisableAnimCurves |
SetDisablePostProcessBlueprint(Boolean)
Sets whether the post process blueprint is currently running for this component.
Declaration
public void SetDisablePostProcessBlueprint(bool bInDisablePostProcess)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bInDisablePostProcess |
Remarks
If it is not currently running, and is set to run, the instance will be reinitialized
SetEnableBodyGravity(Boolean, Name)
Enables or disables gravity for the given bone.
Declaration
public void SetEnableBodyGravity(bool bEnableGravity, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bEnableGravity | |
Name | BoneName |
Remarks
NAME_None indicates the root body will be edited. If the bone name given is otherwise invalid, nothing happens.
@param bEnableGravity Whether gravity should be enabled or disabled. @param BoneName The name of the bone to modify.
SetEnableGravityOnAllBodiesBelow(Boolean, Name, Boolean)
Enables or disables gravity to all bodies below the given bone.
Declaration
public void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, Name BoneName, bool bIncludeSelf)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bEnableGravity | |
Name | BoneName | |
System.Boolean | bIncludeSelf |
Remarks
NAME_None indicates all bodies will be edited. In that case, consider using UPrimitiveComponent::EnableGravity.
@param bEnableGravity Whether gravity should be enabled or disabled. @param BoneName The name of the top most bone. @param bIncludeSelf Whether the bone specified should be edited.
SetEnablePhysicsBlending(Boolean)
Disable physics blending of bones *
Declaration
public void SetEnablePhysicsBlending(bool bNewBlendPhysics)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewBlendPhysics |
SetMorphTarget(Name, Single, Boolean)
Set Morph Target with Name and Value(0-1) @
Declaration
public void SetMorphTarget(Name MorphTargetName, float Value, bool bRemoveZeroWeight)
Parameters
Type | Name | Description |
---|---|---|
Name | MorphTargetName | |
System.Single | Value | |
System.Boolean | bRemoveZeroWeight |
Remarks
param bRemoveZeroWeight : Used by editor code when it should stay in the active list with zero weight
SetNotifyRigidBodyCollisionBelow(Boolean, Name, Boolean)
Changes the value of bNotifyRigidBodyCollision on all bodies below a given bone @
Declaration
public void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, Name BoneName, bool bIncludeSelf)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewNotifyRigidBodyCollision | |
Name | BoneName | |
System.Boolean | bIncludeSelf |
Remarks
param bNewNotifyRigidBodyCollision The value to assign to bNotifyRigidBodyCollision @param BoneName Name of the body to turn hit notifies on (and below) @param bIncludeSelf Whether to modify the given body (useful for roots with multiple children)
SetPhysicsBlendWeight(Single)
This is global set up for setting physics blend weight This does multiple things automatically If PhysicsBlendWeight == 1.
Declaration
public void SetPhysicsBlendWeight(float PhysicsBlendWeight)
Parameters
Type | Name | Description |
---|---|---|
System.Single | PhysicsBlendWeight |
Remarks
f, it will enable Simulation, and if PhysicsBlendWeight == 0.f, it will disable Simulation. Also it will respect each body's setup, so if the body is fixed, it won't simulate. Vice versa So if you'd like all bodies to change manually, do not use this function, but SetAllBodiesPhysicsBlendWeight
SetPlayRate(Single)
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public void SetPlayRate(float Rate)
Parameters
Type | Name | Description |
---|---|---|
System.Single | Rate |
Remarks
That will override AnimationData to be serialized
SetPosition(Single, Boolean)
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public void SetPosition(float InPos, bool bFireNotifies)
Parameters
Type | Name | Description |
---|---|---|
System.Single | InPos | |
System.Boolean | bFireNotifies |
Remarks
That will override AnimationData to be serialized
SetTeleportDistanceThreshold(Single)
Sets the teleportation distance threshold.
Declaration
public void SetTeleportDistanceThreshold(float Threshold)
Parameters
Type | Name | Description |
---|---|---|
System.Single | Threshold |
Remarks
@param threshold Threshold value.
SetTeleportRotationThreshold(Single)
Sets the teleportation rotation threshold.
Declaration
public void SetTeleportRotationThreshold(float Threshold)
Parameters
Type | Name | Description |
---|---|---|
System.Single | Threshold |
Remarks
@param threshold Threshold in degrees.
SetUpdateAnimationInEditor(Boolean)
Sets whether or not to force tick component in order to update animation and refresh transform for this component
Declaration
public void SetUpdateAnimationInEditor(bool NewUpdateState)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | NewUpdateState |
Remarks
This is supported only in the editor
SnapshotPose(PoseSnapshot)
Takes a snapshot of this skeletal mesh component's pose and saves it to the specified snapshot.
Declaration
public void SnapshotPose(PoseSnapshot Snapshot)
Parameters
Type | Name | Description |
---|---|---|
PoseSnapshot | Snapshot |
Remarks
The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose
Stop()
Animation play functions *
- These changes status of animation instance, which is transient data, which means it won't serialize with this component
- Because of that reason, it is not safe to be used during construction script
- Please use OverrideAnimationDatat for construction script.
Declaration
public void Stop()
Remarks
That will override AnimationData to be serialized
SuspendClothingSimulation()
Stops simulating clothing, but does not show clothing ref pose. Keeps the last known simulation state
Declaration
public void SuspendClothingSimulation()
TermBodiesBelow(Name)
Terminate physics on all bodies below the named bone, effectively disabling collision forever. If you terminate, you won't be able to re-init later.
Declaration
public void TermBodiesBelow(Name ParentBoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | ParentBoneName |
ToggleDisablePostProcessBlueprint()
Toggles whether the post process blueprint will run for this component
Declaration
public void ToggleDisablePostProcessBlueprint()
UnbindClothFromMasterPoseComponent(Boolean)
If this component has a valid MasterPoseComponent and has previously had its cloth bound to the MCP, this function will unbind the cloth and resume simulation.
Declaration
public void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bRestoreSimulationSpace |
Remarks
@param bRestoreSimulationSpace if true and the master pose cloth was originally simulating in world space, we will restore this setting. This will cause the master component to reset which may be undesirable.
Operators
| Improve this Doc View SourceImplicit(IntPtr to SkeletalMeshComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator SkeletalMeshComponent(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
SkeletalMeshComponent |