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Class SkinnedMeshComponent

Skinned mesh component that supports bone skinned mesh rendering.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
PrimitiveComponent
MeshComponent
SkinnedMeshComponent
PoseableMeshComponent
SkeletalMeshComponent
Inherited Members
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 SkinnedMeshComponent : MeshComponent
Remarks

This class does not support animation.

@see USkeletalMeshComponent

Properties

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bCachedLocalBoundsUpToDate

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

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

Declaration
public bool bCastCapsuleDirectShadow { get; }
Property Value
Type Description
System.Boolean
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bCastCapsuleIndirectShadow

Declaration
public bool bCastCapsuleIndirectShadow { get; }
Property Value
Type Description
System.Boolean
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bComponentUseFixedSkelBounds

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

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

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

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

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

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

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

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

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

Declaration
public bool bOverrideMinLod { get; }
Property Value
Type Description
System.Boolean
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bPerBoneMotionBlur

Declaration
public bool bPerBoneMotionBlur { get; }
Property Value
Type Description
System.Boolean
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bRecentlyRendered

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

Declaration
public bool bRenderStatic { get; }
Property Value
Type Description
System.Boolean
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bSyncAttachParentLOD

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

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

LocalBounds cached, so they're computed just once.

Declaration
public BoxSphereBounds CachedLocalBounds { get; set; }
Property Value
Type Description
BoxSphereBounds
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CapsuleIndirectShadowMinVisibility

Controls how dark the capsule indirect shadow can be.

Declaration
public float CapsuleIndirectShadowMinVisibility { get; }
Property Value
Type Description
System.Single
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static SkinnedMeshComponent DefaultObject { get; }
Property Value
Type Description
SkinnedMeshComponent
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ForcedLodModel

If 0, auto-select LOD level. if >0, force to (ForcedLodModel-1).

Declaration
public int ForcedLodModel { get; }
Property Value
Type Description
System.Int32
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MinLodModel

This is the min LOD that this component will use.

Declaration
public int MinLodModel { get; }
Property Value
Type Description
System.Int32
Remarks

(e.g. if set to 2 then only 2+ LOD Models will be used.) This is useful to set on meshes which are known to be a certain distance away and still want to have better LODs when zoomed in on them.

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PhysicsAssetOverride

PhysicsAsset is set in SkeletalMesh by default, but you can override with this value

Declaration
public PhysicsAsset PhysicsAssetOverride { get; }
Property Value
Type Description
PhysicsAsset
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SkeletalMesh

The skeletal mesh used by this component.

Declaration
public SkeletalMesh SkeletalMesh { get; }
Property Value
Type Description
SkeletalMesh
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StaticClass

Get UE4 Class

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

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

Methods

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BoneIsChildOf(Name, Name)

Tests if BoneName is child of (or equal to) ParentBoneName.

Declaration
public bool BoneIsChildOf(Name BoneName, Name ParentBoneName)
Parameters
Type Name Description
Name BoneName
Name ParentBoneName
Returns
Type Description
System.Boolean
Remarks

@param BoneName Name of the bone @param ParentBone Name to check

@return true if child (strictly, not same). false otherwise Note - will return false if ChildBoneIndex is the same as ParentBoneIndex ie. must be strictly a child.

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ClearSkinWeightOverride(Int32)

Clear any applied skin weight override

Declaration
public void ClearSkinWeightOverride(int LODIndex)
Parameters
Type Name Description
System.Int32 LODIndex
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ClearVertexColorOverride(Int32)

Clear any applied vertex color override

Declaration
public void ClearVertexColorOverride(int LODIndex)
Parameters
Type Name Description
System.Int32 LODIndex
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FindClosestBone_K2(Vector, Single, Boolean)

finds the closest bone to the given location @

Declaration
public (Vector, Name) FindClosestBone_K2(Vector TestLocation, float IgnoreScale, bool bRequirePhysicsAsset)
Parameters
Type Name Description
Vector TestLocation
System.Single IgnoreScale
System.Boolean bRequirePhysicsAsset
Returns
Type Description
System.ValueTuple<Vector, Name>
Remarks

param TestLocation the location to test against @param BoneLocation (optional, out) if specified, set to the world space location of the bone that was found, or (0,0,0) if no bone was found @param IgnoreScale (optional) if specified, only bones with scaling larger than the specified factor are considered @param bRequirePhysicsAsset (optional) if true, only bones with physics will be considered

@return the name of the bone that was found, or 'None' if no bone was found

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GetBoneIndex(Name)

Find the index of bone by name.

Declaration
public int GetBoneIndex(Name BoneName)
Parameters
Type Name Description
Name BoneName
Returns
Type Description
System.Int32
Remarks

Looks in the current SkeletalMesh being used by this SkeletalMeshComponent.

@param BoneName Name of bone to look up

@return Index of the named bone in the current SkeletalMesh. Will return INDEX_NONE if bone not found.

@see USkeletalMesh::GetBoneIndex.

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GetBoneName(Int32)

Get Bone Name from index @

Declaration
public Name GetBoneName(int BoneIndex)
Parameters
Type Name Description
System.Int32 BoneIndex
Returns
Type Description
Name
Remarks

param BoneIndex Index of the bone

@return the name of the bone at the specified index

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GetDeltaTransformFromRefPose(Name, Name)

Get delta transform from reference pose based on BaseNode.

Declaration
public Transform GetDeltaTransformFromRefPose(Name BoneName, Name BaseName)
Parameters
Type Name Description
Name BoneName
Name BaseName
Returns
Type Description
Transform
Remarks

This uses last frame up-to-date transform, so it will have a frame delay if you use this info in the AnimGraph

@param BoneName Name of the bone @param BaseName Name of the base bone - if none, it will use parent as a base

@return the delta transform from refpose in that given space (BaseName)

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GetNumBones()

Returns the number of bones in the skeleton.

Declaration
public int GetNumBones()
Returns
Type Description
System.Int32
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GetNumLODs()

Get the number of LODs on this component

Declaration
public int GetNumLODs()
Returns
Type Description
System.Int32
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GetParentBone(Name)

Get Parent Bone of the input bone @

Declaration
public Name GetParentBone(Name BoneName)
Parameters
Type Name Description
Name BoneName
Returns
Type Description
Name
Remarks

param BoneName Name of the bone

@return the name of the parent bone for the specified bone. Returns 'None' if the bone does not exist or it is the root bone

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GetRefPosePosition(Int32)

Gets the local-space position of a bone in the reference pose.

Declaration
public Vector GetRefPosePosition(int BoneIndex)
Parameters
Type Name Description
System.Int32 BoneIndex
Returns
Type Description
Vector
Remarks

@param BoneIndex Index of the bone

@return Local space reference position

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GetSocketBoneName(Name)

Returns bone name linked to a given named socket on the skeletal mesh component.

Declaration
public Name GetSocketBoneName(Name InSocketName)
Parameters
Type Name Description
Name InSocketName
Returns
Type Description
Name
Remarks

If you're unsure to deal with sockets or bones names, you can use this function to filter through, and always return the bone name.

@param bone name or socket name

@return bone name

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HideBoneByName(Name, Byte)

Hides the specified bone with name.

Declaration
public void HideBoneByName(Name BoneName, byte PhysBodyOption)
Parameters
Type Name Description
Name BoneName
System.Byte PhysBodyOption
Remarks

Currently this just enforces a scale of 0 for the hidden bones. Compoared to HideBone By Index - This keeps track of list of bones and update when LOD changes

@param BoneName Name of bone to hide @param PhysBodyOption Option for physics bodies that attach to the bones to be hidden

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IsBoneHiddenByName(Name)

Determines if the specified bone is hidden.

Declaration
public bool IsBoneHiddenByName(Name BoneName)
Parameters
Type Name Description
Name BoneName
Returns
Type Description
System.Boolean
Remarks

@param BoneName Name of bone to check

@return true if hidden

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IsMaterialSectionShown(Int32, Int32)

Returns whether a specific material section is currently hidden on this component (by using ShowMaterialSection)

Declaration
public bool IsMaterialSectionShown(int MaterialID, int LODIndex)
Parameters
Type Name Description
System.Int32 MaterialID
System.Int32 LODIndex
Returns
Type Description
System.Boolean
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New(UObject, Name)

Spawn an object of this class

Declaration
public static SkinnedMeshComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
SkinnedMeshComponent
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SetCapsuleIndirectShadowMinVisibility(Single)

Set Capsule Indirect Shadow Min Visibility

Declaration
public void SetCapsuleIndirectShadowMinVisibility(float NewValue)
Parameters
Type Name Description
System.Single NewValue
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SetCastCapsuleDirectShadow(Boolean)

Set Cast Capsule Direct Shadow

Declaration
public void SetCastCapsuleDirectShadow(bool bNewValue)
Parameters
Type Name Description
System.Boolean bNewValue
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SetCastCapsuleIndirectShadow(Boolean)

Set Cast Capsule Indirect Shadow

Declaration
public void SetCastCapsuleIndirectShadow(bool bNewValue)
Parameters
Type Name Description
System.Boolean bNewValue
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SetForcedLOD(Int32)

Set MinLodModel of the mesh component @

Declaration
public void SetForcedLOD(int InNewForcedLOD)
Parameters
Type Name Description
System.Int32 InNewForcedLOD
Remarks

param InNewForcedLOD Set new ForcedLODModel that forces to set the incoming LOD. Range from [1, Max Number of LOD]. This will affect in the next tick update.

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SetMasterPoseComponent(SkinnedMeshComponent, Boolean)

Set MasterPoseComponent for this component @

Declaration
public void SetMasterPoseComponent(SkinnedMeshComponent NewMasterBoneComponent, bool bForceUpdate)
Parameters
Type Name Description
SkinnedMeshComponent NewMasterBoneComponent
System.Boolean bForceUpdate
Remarks

param NewMasterBoneComponent New MasterPoseComponent

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SetMinLOD(Int32)

Set MinLodModel of the mesh component @

Declaration
public void SetMinLOD(int InNewMinLOD)
Parameters
Type Name Description
System.Int32 InNewMinLOD
Remarks

param InNewMinLOD Set new MinLodModel that make sure the LOD does not go below of this value. Range from [0, Max Number of LOD - 1]. This will affect in the next tick update.

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SetPhysicsAsset(PhysicsAsset, Boolean)

Override the Physics Asset of the mesh.

Declaration
public void SetPhysicsAsset(PhysicsAsset NewPhysicsAsset, bool bForceReInit)
Parameters
Type Name Description
PhysicsAsset NewPhysicsAsset
System.Boolean bForceReInit
Remarks

It uses SkeletalMesh.PhysicsAsset, but if you'd like to override use this function

@param NewPhysicsAsset New PhysicsAsset @param bForceReInit Force reinitialize

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SetRenderStatic(Boolean)

Set whether this skinned mesh should be rendered as static mesh in a reference pose @

Declaration
public void SetRenderStatic(bool bNewValue)
Parameters
Type Name Description
System.Boolean bNewValue
Remarks

param whether this skinned mesh should be rendered as static

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SetSkeletalMesh(SkeletalMesh, Boolean)

Change the SkeletalMesh that is rendered for this Component.

Declaration
public void SetSkeletalMesh(SkeletalMesh NewMesh, bool bReinitPose)
Parameters
Type Name Description
SkeletalMesh NewMesh
System.Boolean bReinitPose
Remarks

Will re-initialize the animation tree etc.

@param NewMesh New mesh to set for this component @param bReinitPose Whether we should keep current pose or reinitialize.

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SetSkinWeightOverride(Int32, Byte)

Allow override of skin weights on a per-component basis.

Declaration
public void SetSkinWeightOverride(int LODIndex, byte SkinWeights)
Parameters
Type Name Description
System.Int32 LODIndex
System.Byte SkinWeights
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SetVertexColorOverride_LinearColor(Int32, Byte)

Allow override of vertex colors on a per-component basis, taking array of Blueprint-friendly LinearColors.

Declaration
public void SetVertexColorOverride_LinearColor(int LODIndex, byte VertexColors)
Parameters
Type Name Description
System.Int32 LODIndex
System.Byte VertexColors
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ShowAllMaterialSections(Int32)

Clear any material visibility modifications made by ShowMaterialSection

Declaration
public void ShowAllMaterialSections(int LODIndex)
Parameters
Type Name Description
System.Int32 LODIndex
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ShowMaterialSection(Int32, Boolean, Int32)

Allows hiding of a particular material (by ID) on this instance of a SkeletalMesh.

Declaration
public void ShowMaterialSection(int MaterialID, bool bShow, int LODIndex)
Parameters
Type Name Description
System.Int32 MaterialID
System.Boolean bShow
System.Int32 LODIndex
Remarks

@param MaterialID - Index of the material show/hide @param bShow - True to show the material, false to hide it @param LODIndex - Index of the LOD to modify material visibility within

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TransformFromBoneSpace(Name, Vector, Rotator)

Transform a location/rotation in bone relative space to world space.

Declaration
public (Vector, Rotator) TransformFromBoneSpace(Name BoneName, Vector InPosition, Rotator InRotation)
Parameters
Type Name Description
Name BoneName
Vector InPosition
Rotator InRotation
Returns
Type Description
System.ValueTuple<Vector, Rotator>
Remarks

@param BoneName Name of bone @param InPosition Input position @param InRotation Input rotation @param OutPosition (out) Transformed position @param OutRotation (out) Transformed rotation

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TransformToBoneSpace(Name, Vector, Rotator)

Transform a location/rotation from world space to bone relative space.

Declaration
public (Vector, Rotator) TransformToBoneSpace(Name BoneName, Vector InPosition, Rotator InRotation)
Parameters
Type Name Description
Name BoneName
Vector InPosition
Rotator InRotation
Returns
Type Description
System.ValueTuple<Vector, Rotator>
Remarks

This is handy if you know the location in world space for a bone attachment, as AttachComponent takes location/rotation in bone-relative space.

@param BoneName Name of bone @param InPosition Input position @param InRotation Input rotation @param OutPosition (out) Transformed position @param OutRotation (out) Transformed rotation

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UnHideBoneByName(Name)

UnHide the specified bone with name.

Declaration
public void UnHideBoneByName(Name BoneName)
Parameters
Type Name Description
Name BoneName
Remarks

Currently this just enforces a scale of 0 for the hidden bones. Compoared to HideBone By Index - This keeps track of list of bones and update when LOD changes @param BoneName Name of bone to unhide

Operators

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Implicit(IntPtr to SkinnedMeshComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator SkinnedMeshComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
SkinnedMeshComponent
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