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Class SkeletalMeshComponent

SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
PrimitiveComponent
MeshComponent
SkinnedMeshComponent
SkeletalMeshComponent
DebugSkelMeshComponent
Inherited Members
SkinnedMeshComponent.BoneIsChildOf(Name, Name)
SkinnedMeshComponent.ClearSkinWeightOverride(Int32)
SkinnedMeshComponent.ClearVertexColorOverride(Int32)
SkinnedMeshComponent.FindClosestBone_K2(Vector, Single, Boolean)
SkinnedMeshComponent.GetBoneIndex(Name)
SkinnedMeshComponent.GetBoneName(Int32)
SkinnedMeshComponent.GetDeltaTransformFromRefPose(Name, Name)
SkinnedMeshComponent.GetNumBones()
SkinnedMeshComponent.GetNumLODs()
SkinnedMeshComponent.GetParentBone(Name)
SkinnedMeshComponent.GetRefPosePosition(Int32)
SkinnedMeshComponent.GetSocketBoneName(Name)
SkinnedMeshComponent.HideBoneByName(Name, Byte)
SkinnedMeshComponent.IsBoneHiddenByName(Name)
SkinnedMeshComponent.IsMaterialSectionShown(Int32, Int32)
SkinnedMeshComponent.SetCapsuleIndirectShadowMinVisibility(Single)
SkinnedMeshComponent.SetCastCapsuleDirectShadow(Boolean)
SkinnedMeshComponent.SetCastCapsuleIndirectShadow(Boolean)
SkinnedMeshComponent.SetForcedLOD(Int32)
SkinnedMeshComponent.SetMasterPoseComponent(SkinnedMeshComponent, Boolean)
SkinnedMeshComponent.SetMinLOD(Int32)
SkinnedMeshComponent.SetPhysicsAsset(PhysicsAsset, Boolean)
SkinnedMeshComponent.SetRenderStatic(Boolean)
SkinnedMeshComponent.SetSkeletalMesh(SkeletalMesh, Boolean)
SkinnedMeshComponent.SetSkinWeightOverride(Int32, Byte)
SkinnedMeshComponent.SetVertexColorOverride_LinearColor(Int32, Byte)
SkinnedMeshComponent.ShowAllMaterialSections(Int32)
SkinnedMeshComponent.ShowMaterialSection(Int32, Boolean, Int32)
SkinnedMeshComponent.TransformFromBoneSpace(Name, Vector, Rotator)
SkinnedMeshComponent.TransformToBoneSpace(Name, Vector, Rotator)
SkinnedMeshComponent.UnHideBoneByName(Name)
SkinnedMeshComponent.SkeletalMesh
SkinnedMeshComponent.PhysicsAssetOverride
SkinnedMeshComponent.ForcedLodModel
SkinnedMeshComponent.MinLodModel
SkinnedMeshComponent.StreamingDistanceMultiplier
SkinnedMeshComponent.bOverrideMinLod
SkinnedMeshComponent.bUseBoundsFromMasterPoseComponent
SkinnedMeshComponent.bForceWireframe
SkinnedMeshComponent.bDisableMorphTarget
SkinnedMeshComponent.bHideSkin
SkinnedMeshComponent.bPerBoneMotionBlur
SkinnedMeshComponent.bComponentUseFixedSkelBounds
SkinnedMeshComponent.bConsiderAllBodiesForBounds
SkinnedMeshComponent.bSyncAttachParentLOD
SkinnedMeshComponent.bCanHighlightSelectedSections
SkinnedMeshComponent.bRecentlyRendered
SkinnedMeshComponent.bCastCapsuleDirectShadow
SkinnedMeshComponent.bCastCapsuleIndirectShadow
SkinnedMeshComponent.bCPUSkinning
SkinnedMeshComponent.bEnableUpdateRateOptimizations
SkinnedMeshComponent.bDisplayDebugUpdateRateOptimizations
SkinnedMeshComponent.bRenderStatic
SkinnedMeshComponent.bCachedLocalBoundsUpToDate
SkinnedMeshComponent.bForceMeshObjectUpdate
SkinnedMeshComponent.CapsuleIndirectShadowMinVisibility
SkinnedMeshComponent.CachedLocalBounds
MeshComponent.GetMaterialIndex(Name)
MeshComponent.GetMaterials()
MeshComponent.GetMaterialSlotNames()
MeshComponent.IsMaterialSlotNameValid(Name)
MeshComponent.PrestreamTextures(Single, Boolean, Int32)
MeshComponent.SetScalarParameterValueOnMaterials(Name, Single)
MeshComponent.SetVectorParameterValueOnMaterials(Name, Vector)
MeshComponent.OverrideMaterials
PrimitiveComponent.AddAngularImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInRadians(Vector, Name, Boolean)
PrimitiveComponent.AddForce(Vector, Name, Boolean)
PrimitiveComponent.AddForceAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddForceAtLocationLocal(Vector, Vector, Name)
PrimitiveComponent.AddImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddImpulseAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddRadialForce(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddRadialImpulse(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddTorque(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInRadians(Vector, Name, Boolean)
PrimitiveComponent.CanCharacterStepUp(Pawn)
PrimitiveComponent.ClearMoveIgnoreActors()
PrimitiveComponent.ClearMoveIgnoreComponents()
PrimitiveComponent.CopyArrayOfMoveIgnoreActors()
PrimitiveComponent.CopyArrayOfMoveIgnoreComponents()
PrimitiveComponent.CreateAndSetMaterialInstanceDynamic(Int32)
PrimitiveComponent.CreateAndSetMaterialInstanceDynamicFromMaterial(Int32, MaterialInterface)
PrimitiveComponent.CreateDynamicMaterialInstance(Int32, MaterialInterface, Name)
PrimitiveComponent.GetAngularDamping()
PrimitiveComponent.GetCenterOfMass(Name)
PrimitiveComponent.GetClosestPointOnCollision(Vector, Name)
PrimitiveComponent.GetCollisionEnabled()
PrimitiveComponent.GetCollisionObjectType()
PrimitiveComponent.GetCollisionProfileName()
PrimitiveComponent.GetCollisionResponseToChannel(Byte)
PrimitiveComponent.GetGenerateOverlapEvents()
PrimitiveComponent.GetInertiaTensor(Name)
PrimitiveComponent.GetLinearDamping()
PrimitiveComponent.GetMass()
PrimitiveComponent.GetMassScale(Name)
PrimitiveComponent.GetMaterial(Int32)
PrimitiveComponent.GetMaterialFromCollisionFaceIndex(Int32)
PrimitiveComponent.GetNumMaterials()
PrimitiveComponent.GetOverlappingActors(SubclassOf<Actor>)
PrimitiveComponent.GetOverlappingComponents()
PrimitiveComponent.GetPhysicsAngularVelocity(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInDegrees(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInRadians(Name)
PrimitiveComponent.GetPhysicsLinearVelocity(Name)
PrimitiveComponent.GetPhysicsLinearVelocityAtPoint(Vector, Name)
PrimitiveComponent.GetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.IgnoreActorWhenMoving(Actor, Boolean)
PrimitiveComponent.IgnoreComponentWhenMoving(PrimitiveComponent, Boolean)
PrimitiveComponent.IsAnyRigidBodyAwake()
PrimitiveComponent.IsGravityEnabled()
PrimitiveComponent.IsOverlappingActor(Actor)
PrimitiveComponent.IsOverlappingComponent(PrimitiveComponent)
PrimitiveComponent.K2_BoxOverlapComponent(Vector, Box, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_IsCollisionEnabled()
PrimitiveComponent.K2_IsPhysicsCollisionEnabled()
PrimitiveComponent.K2_IsQueryCollisionEnabled()
PrimitiveComponent.K2_LineTraceComponent(Vector, Vector, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereOverlapComponent(Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereTraceComponent(Vector, Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.PutRigidBodyToSleep(Name)
PrimitiveComponent.ScaleByMomentOfInertia(Vector, Name)
PrimitiveComponent.SetAllMassScale(Single)
PrimitiveComponent.SetAllPhysicsAngularVelocity(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInDegrees(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInRadians(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsLinearVelocity(Vector, Boolean)
PrimitiveComponent.SetAllUseCCD(Boolean)
PrimitiveComponent.SetAngularDamping(Single)
PrimitiveComponent.SetBoundsScale(Single)
PrimitiveComponent.SetCastShadow(Boolean)
PrimitiveComponent.SetCenterOfMass(Vector, Name)
PrimitiveComponent.SetCollisionEnabled(Byte)
PrimitiveComponent.SetCollisionObjectType(Byte)
PrimitiveComponent.SetCollisionProfileName(Name)
PrimitiveComponent.SetCollisionResponseToAllChannels(Byte)
PrimitiveComponent.SetCollisionResponseToChannel(Byte, Byte)
PrimitiveComponent.SetConstraintMode(Byte)
PrimitiveComponent.SetCullDistance(Single)
PrimitiveComponent.SetCustomDepthStencilValue(Int32)
PrimitiveComponent.SetCustomDepthStencilWriteMask(ERendererStencilMask)
PrimitiveComponent.SetEnableGravity(Boolean)
PrimitiveComponent.SetGenerateOverlapEvents(Boolean)
PrimitiveComponent.SetLinearDamping(Single)
PrimitiveComponent.SetLockedAxis(Byte)
PrimitiveComponent.SetMassOverrideInKg(Name, Single, Boolean)
PrimitiveComponent.SetMassScale(Name, Single)
PrimitiveComponent.SetMaterial(Int32, MaterialInterface)
PrimitiveComponent.SetMaterialByName(Name, MaterialInterface)
PrimitiveComponent.SetNotifyRigidBodyCollision(Boolean)
PrimitiveComponent.SetOnlyOwnerSee(Boolean)
PrimitiveComponent.SetOwnerNoSee(Boolean)
PrimitiveComponent.SetPhysicsAngularVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInDegrees(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInRadians(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsLinearVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocity(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians(Single, Boolean, Name)
PrimitiveComponent.SetPhysMaterialOverride(PhysicalMaterial)
PrimitiveComponent.SetReceivesDecals(Boolean)
PrimitiveComponent.SetRenderCustomDepth(Boolean)
PrimitiveComponent.SetRenderInMainPass(Boolean)
PrimitiveComponent.SetRenderInMono(Boolean)
PrimitiveComponent.SetSimulatePhysics(Boolean)
PrimitiveComponent.SetSingleSampleShadowFromStationaryLights(Boolean)
PrimitiveComponent.SetTranslucentSortPriority(Int32)
PrimitiveComponent.SetUseCCD(Boolean, Name)
PrimitiveComponent.SetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.WakeAllRigidBodies()
PrimitiveComponent.WakeRigidBody(Name)
PrimitiveComponent.MinDrawDistance
PrimitiveComponent.LDMaxDrawDistance
PrimitiveComponent.CachedMaxDrawDistance
PrimitiveComponent.DepthPriorityGroup
PrimitiveComponent.ViewOwnerDepthPriorityGroup
PrimitiveComponent.IndirectLightingCacheQuality
PrimitiveComponent.bEnableAutoLODGeneration
PrimitiveComponent.bUseMaxLODAsImposter
PrimitiveComponent.bNeverDistanceCull
PrimitiveComponent.bAlwaysCreatePhysicsState
PrimitiveComponent.bGenerateOverlapEvents
PrimitiveComponent.bMultiBodyOverlap
PrimitiveComponent.bCheckAsyncSceneOnMove
PrimitiveComponent.bTraceComplexOnMove
PrimitiveComponent.bReturnMaterialOnMove
PrimitiveComponent.bUseViewOwnerDepthPriorityGroup
PrimitiveComponent.bAllowCullDistanceVolume
PrimitiveComponent.bHasMotionBlurVelocityMeshes
PrimitiveComponent.bVisibleInReflectionCaptures
PrimitiveComponent.bRenderInMainPass
PrimitiveComponent.bRenderInMono
PrimitiveComponent.bReceivesDecals
PrimitiveComponent.bOwnerNoSee
PrimitiveComponent.bOnlyOwnerSee
PrimitiveComponent.bTreatAsBackgroundForOcclusion
PrimitiveComponent.bUseAsOccluder
PrimitiveComponent.bSelectable
PrimitiveComponent.bForceMipStreaming
PrimitiveComponent.bHasPerInstanceHitProxies
PrimitiveComponent.CastShadow
PrimitiveComponent.bAffectDynamicIndirectLighting
PrimitiveComponent.bAffectDistanceFieldLighting
PrimitiveComponent.bCastDynamicShadow
PrimitiveComponent.bCastStaticShadow
PrimitiveComponent.bCastVolumetricTranslucentShadow
PrimitiveComponent.bSelfShadowOnly
PrimitiveComponent.bCastFarShadow
PrimitiveComponent.bCastInsetShadow
PrimitiveComponent.bCastCinematicShadow
PrimitiveComponent.bCastHiddenShadow
PrimitiveComponent.bCastShadowAsTwoSided
PrimitiveComponent.bLightAttachmentsAsGroup
PrimitiveComponent.bReceiveMobileCSMShadows
PrimitiveComponent.bSingleSampleShadowFromStationaryLights
PrimitiveComponent.bIgnoreRadialImpulse
PrimitiveComponent.bIgnoreRadialForce
PrimitiveComponent.bApplyImpulseOnDamage
PrimitiveComponent.bReplicatePhysicsToAutonomousProxy
PrimitiveComponent.AlwaysLoadOnClient
PrimitiveComponent.AlwaysLoadOnServer
PrimitiveComponent.bUseEditorCompositing
PrimitiveComponent.bRenderCustomDepth
PrimitiveComponent.bHasCustomNavigableGeometry
PrimitiveComponent.CanCharacterStepUpOn
PrimitiveComponent.LightingChannels
PrimitiveComponent.CustomDepthStencilValue
PrimitiveComponent.TranslucencySortPriority
PrimitiveComponent.VisibilityId
PrimitiveComponent.LpvBiasMultiplier
PrimitiveComponent.BoundsScale
PrimitiveComponent.LastSubmitTime
PrimitiveComponent.LastRenderTime
PrimitiveComponent.LastRenderTimeOnScreen
PrimitiveComponent.MoveIgnoreActors
PrimitiveComponent.MoveIgnoreComponents
PrimitiveComponent.BodyInstance
PrimitiveComponent.LODParentPrimitive
PrimitiveComponent.PostPhysicsComponentTick
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
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 SkeletalMeshComponent : SkinnedMeshComponent
Remarks

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

Properties

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AnimationData

Animation Data

Declaration
public SingleAnimationPlayData AnimationData { get; set; }
Property Value
Type Description
SingleAnimationPlayData
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AnimationMode

Whether to use Animation Blueprint or play Single Animation Asset.

Declaration
public byte AnimationMode { get; }
Property Value
Type Description
System.Byte
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AnimBlueprintGeneratedClass

Anim Blueprint Generated Class

Declaration
public SubclassOf<UObject> AnimBlueprintGeneratedClass { get; }
Property Value
Type Description
SubclassOf<UObject>
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AnimClass

The AnimBlueprint class to use. Use 'SetAnimInstanceClass' to change at runtime.

Declaration
public SubclassOf<AnimInstance> AnimClass { get; }
Property Value
Type Description
SubclassOf<AnimInstance>
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AnimScriptInstance

The active animation graph program instance.

Declaration
public AnimInstance AnimScriptInstance { get; set; }
Property Value
Type Description
AnimInstance
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AreaStiffness

Area Stiffness

Declaration
public float AreaStiffness { get; set; }
Property Value
Type Description
System.Single
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bAllowAnimCurveEvaluation

Declaration
public bool bAllowAnimCurveEvaluation { get; set; }
Property Value
Type Description
System.Boolean
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bAnimTreeInitialised

Declaration
public bool bAnimTreeInitialised { get; set; }
Property Value
Type Description
System.Boolean
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bBlendPhysics

Declaration
public bool bBlendPhysics { get; set; }
Property Value
Type Description
System.Boolean
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bCollideWithAttachedChildren

Declaration
public bool bCollideWithAttachedChildren { get; set; }
Property Value
Type Description
System.Boolean
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bCollideWithEnvironment

Declaration
public bool bCollideWithEnvironment { get; set; }
Property Value
Type Description
System.Boolean
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bDisableClothSimulation

Declaration
public bool bDisableClothSimulation { get; set; }
Property Value
Type Description
System.Boolean
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bDisablePostProcessBlueprint

Declaration
public bool bDisablePostProcessBlueprint { get; set; }
Property Value
Type Description
System.Boolean
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bEnableLineCheckWithBounds

Declaration
public bool bEnableLineCheckWithBounds { get; set; }
Property Value
Type Description
System.Boolean
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bEnablePerPolyCollision

Declaration
public bool bEnablePerPolyCollision { get; }
Property Value
Type Description
System.Boolean
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bEnablePhysicsOnDedicatedServer

Declaration
public bool bEnablePhysicsOnDedicatedServer { get; set; }
Property Value
Type Description
System.Boolean
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BendingStiffness

Bending Stiffness

Declaration
public float BendingStiffness { get; set; }
Property Value
Type Description
System.Single
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bForceRefpose

Declaration
public bool bForceRefpose { get; set; }
Property Value
Type Description
System.Boolean
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bHasValidBodies

Declaration
public bool bHasValidBodies { get; set; }
Property Value
Type Description
System.Boolean
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bIncludeComponentLocationIntoBounds

Declaration
public bool bIncludeComponentLocationIntoBounds { get; }
Property Value
Type Description
System.Boolean
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bIsAutonomousTickPose

Declaration
public bool bIsAutonomousTickPose { get; set; }
Property Value
Type Description
System.Boolean
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bLocalSpaceSimulation

Declaration
public bool bLocalSpaceSimulation { get; set; }
Property Value
Type Description
System.Boolean
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bNeedsQueuedAnimEventsDispatched

Declaration
public bool bNeedsQueuedAnimEventsDispatched { get; set; }
Property Value
Type Description
System.Boolean
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bNoSkeletonUpdate

Declaration
public bool bNoSkeletonUpdate { get; set; }
Property Value
Type Description
System.Boolean
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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

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bOldForceRefPose

Declaration
public bool bOldForceRefPose { get; set; }
Property Value
Type Description
System.Boolean
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bOnlyAllowAutonomousTickPose

Declaration
public bool bOnlyAllowAutonomousTickPose { get; set; }
Property Value
Type Description
System.Boolean
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bPauseAnims

Declaration
public bool bPauseAnims { get; set; }
Property Value
Type Description
System.Boolean
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bRequiredBonesUpToDate

Declaration
public bool bRequiredBonesUpToDate { get; set; }
Property Value
Type Description
System.Boolean
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bResetAfterTeleport

Declaration
public bool bResetAfterTeleport { get; set; }
Property Value
Type Description
System.Boolean
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bShowPrePhysBones

Declaration
public bool bShowPrePhysBones { get; set; }
Property Value
Type Description
System.Boolean
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bUpdateAnimationInEditor

Declaration
public bool bUpdateAnimationInEditor { get; set; }
Property Value
Type Description
System.Boolean
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bUpdateJointsFromAnimation

Declaration
public bool bUpdateJointsFromAnimation { get; set; }
Property Value
Type Description
System.Boolean
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bUpdateOverlapsOnAnimationFinalize

Declaration
public bool bUpdateOverlapsOnAnimationFinalize { get; set; }
Property Value
Type Description
System.Boolean
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bUseBendingElements

Declaration
public bool bUseBendingElements { get; set; }
Property Value
Type Description
System.Boolean
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bUseContinuousCollisionDetection

Declaration
public bool bUseContinuousCollisionDetection { get; set; }
Property Value
Type Description
System.Boolean
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bUseRefPoseOnInitAnim

Declaration
public bool bUseRefPoseOnInitAnim { get; set; }
Property Value
Type Description
System.Boolean
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bUseSelfCollisions

Declaration
public bool bUseSelfCollisions { get; set; }
Property Value
Type Description
System.Boolean
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bUseTetrahedralConstraints

Declaration
public bool bUseTetrahedralConstraints { get; set; }
Property Value
Type Description
System.Boolean
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bUseThinShellVolumeConstraints

Declaration
public bool bUseThinShellVolumeConstraints { get; set; }
Property Value
Type Description
System.Boolean
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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

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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

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ClothingSimulationFactory

Class of the object responsible for

Declaration
public SubclassOf<ClothingSimulationFactory> ClothingSimulationFactory { get; set; }
Property Value
Type Description
SubclassOf<ClothingSimulationFactory>
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static SkeletalMeshComponent DefaultObject { get; }
Property Value
Type Description
SkeletalMeshComponent
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EdgeStiffness

Edge Stiffness

Declaration
public float EdgeStiffness { get; set; }
Property Value
Type Description
System.Single
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GlobalAnimRateScale

Used to scale speed of all animations on this skeletal mesh.

Declaration
public float GlobalAnimRateScale { get; set; }
Property Value
Type Description
System.Single
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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
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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
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PhysicsTransformUpdateMode

Whether physics simulation updates component transform.

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

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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
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ShapeTargetStiffness

Shape Target Stiffness

Declaration
public float ShapeTargetStiffness { get; set; }
Property Value
Type Description
System.Single
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StaticClass

Get UE4 Class

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

Strain Limiting Stiffness

Declaration
public float StrainLimitingStiffness { get; set; }
Property Value
Type Description
System.Single
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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>
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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().

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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.

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VolumeStiffness

Volume Stiffness

Declaration
public float VolumeStiffness { get; set; }
Property Value
Type Description
System.Single

Methods

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AccumulateAllBodiesBelowPhysicsBlendWeight(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
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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.

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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.

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AllowAnimCurveEvaluation(Name, Boolean)

Allow Anim Curve Evaluation

Declaration
public void AllowAnimCurveEvaluation(Name NameOfCurve, bool bAllow)
Parameters
Type Name Description
Name NameOfCurve
System.Boolean bAllow
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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

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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

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ClearMorphTargets()

Clear all Morph Target that are set to this mesh

Declaration
public void ClearMorphTargets()
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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

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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()
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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.

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GetAllowedAnimCurveEvaluate()

Get Allowed Anim Curve Evaluate

Declaration
public bool GetAllowedAnimCurveEvaluate()
Returns
Type Description
System.Boolean
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GetAnimationMode()

Get Animation Mode

Declaration
public byte GetAnimationMode()
Returns
Type Description
System.Byte
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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

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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.

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GetClothingSimulationInteractor()

Get the current interactor for a clothing simulation, if the current simulation supports runtime interaction.

Declaration
public ClothingSimulationInteractor GetClothingSimulationInteractor()
Returns
Type Description
ClothingSimulationInteractor
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GetClothMaxDistanceScale()

Get/Set the max distance scale of clothing mesh vertices

Declaration
public float GetClothMaxDistanceScale()
Returns
Type Description
System.Single
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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

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GetDisableAnimCurves()

Get Disable Anim Curves

Declaration
public bool GetDisableAnimCurves()
Returns
Type Description
System.Boolean
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GetDisablePostProcessBlueprint()

Gets whether the post process blueprint is currently disabled for this component

Declaration
public bool GetDisablePostProcessBlueprint()
Returns
Type Description
System.Boolean
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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
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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

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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

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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.

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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
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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.

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GetTeleportDistanceThreshold()

Gets the teleportation distance threshold.

Declaration
public float GetTeleportDistanceThreshold()
Returns
Type Description
System.Single
Remarks

@return Threshold value.

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GetTeleportRotationThreshold()

Gets the teleportation rotation threshold.

Declaration
public float GetTeleportRotationThreshold()
Returns
Type Description
System.Single
Remarks

@return Threshold in degrees.

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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
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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.

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IsClothingSimulationSuspended()

Gets whether or not the clothing simulation is currently suspended

Declaration
public bool IsClothingSimulationSuspended()
Returns
Type Description
System.Boolean
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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

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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

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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
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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
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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

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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

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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

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ResetAllBodiesSimulatePhysics()

Allows you to reset bodies Simulate state based on where bUsePhysics is set to true in the BodySetup.

Declaration
public void ResetAllBodiesSimulatePhysics()
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ResetAllowedAnimCurveEvaluation()

By reset, it will allow all the curves to be evaluated

Declaration
public void ResetAllowedAnimCurveEvaluation()
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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
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ResetClothTeleportMode()

Reset the teleport mode of a next update to 'Continuous'

Declaration
public void ResetClothTeleportMode()
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ResumeClothingSimulation()

Resumes a previously suspended clothing simulation, teleporting the clothing on the next tick

Declaration
public void ResumeClothingSimulation()
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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
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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
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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
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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
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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
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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
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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
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SetAllowAnimCurveEvaluation(Boolean)

Set Allow Anim Curve Evaluation

Declaration
public void SetAllowAnimCurveEvaluation(bool bInAllow)
Parameters
Type Name Description
System.Boolean bInAllow
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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
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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

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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

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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
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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

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SetClothMaxDistanceScale(Single)

Set Cloth Max Distance Scale

Declaration
public void SetClothMaxDistanceScale(float Scale)
Parameters
Type Name Description
System.Single Scale
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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
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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
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SetDisableAnimCurves(Boolean)

Set Disable Anim Curves

Declaration
public void SetDisableAnimCurves(bool bInDisableAnimCurves)
Parameters
Type Name Description
System.Boolean bInDisableAnimCurves
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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

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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.

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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.

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SetEnablePhysicsBlending(Boolean)

Disable physics blending of bones *

Declaration
public void SetEnablePhysicsBlending(bool bNewBlendPhysics)
Parameters
Type Name Description
System.Boolean bNewBlendPhysics
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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

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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)

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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

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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

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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

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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.

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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.

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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

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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

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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

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SuspendClothingSimulation()

Stops simulating clothing, but does not show clothing ref pose. Keeps the last known simulation state

Declaration
public void SuspendClothingSimulation()
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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
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ToggleDisablePostProcessBlueprint()

Toggles whether the post process blueprint will run for this component

Declaration
public void ToggleDisablePostProcessBlueprint()
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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

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Implicit(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
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