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Engine.SkeletalMesh

Extends
Object
Modifiers
native noexport hidecategories ( Object )

Contains the shared data that is used by all SkeletalMeshComponents (instances). Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SkeletalMesh

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
BoxSphereBoundsBounds
array<int>ClothIndexBuffer
array<pointer>ClothMesh
array<float>ClothMeshScale
array<int>ClothToGraphicsVertMap
Map_MirrorClothTornTriMap
array<int>ClothWeldedIndices
intClothWeldingDomain
array<int>ClothWeldingMap
IndirectArray_MirrorLODModels
mapNameIndexMap
intNumFreeClothVerts
array<int>PerPolyBoneKDOPs
array<matrix>RefBasesInvMatrix
array<int>RefSkeleton
intReleaseResourcesFence
intSkeletalDepth
GUIDSkelMeshGUID
array<SkeletalMeshSocket>Sockets
Cloth
boolbClothMetal
boolbEnableClothBendConstraints
boolbEnableClothDamping
boolbEnableClothLineChecks
boolbEnableClothOrthoBendConstraints
boolbEnableClothPressure
boolbEnableClothSelfCollision
boolbEnableClothTearing
boolbEnableClothTwoWayCollision
boolbForceNoWelding
boolbUseClothCOMDamping
floatClothAttachmentResponseCoefficient
floatClothAttachmentTearFactor
floatClothBendStiffness
array<name>ClothBones
floatClothCollisionResponseCoefficient
floatClothDamping
floatClothDensity
floatClothFriction
intClothIterations
floatClothMetalImpulseThreshold
floatClothMetalMaxDeformationDistance
floatClothMetalPenetrationDepth
floatClothPressure
floatClothRelativeGridSpacing
floatClothSleepLinearVelocity
array<ClothSpecialBoneInfo>ClothSpecialBones
floatClothStretchStiffness
floatClothTearFactor
intClothTearReserve
floatClothThickness
SkeletalMesh
array<name>AddToParentPerPolyCollisionBone
boolbForceCPUSkinning
PhysicsAssetBoundsPreviewAsset
boolbPerPolyUseSoftWeighting
boolbUseFullPrecisionUVs
boolbUseSimpleBoxCollision
boolbUseSimpleLineCollision
FaceFXAssetFaceFXAsset
intLODBiasPC
intLODBiasPS3
intLODBiasXbox360
array<SkeletalMeshLODInfo>LODInfo
array<MaterialInterface>Materials
vectorOrigin
array<name>PerPolyCollisionBones
rotatorRotOrigin
EAxisSkelMirrorAxis
EAxisSkelMirrorFlipAxis
array<BoneMirrorInfo>SkelMirrorTable
NameStartDisplayBoneName
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
ClothBoneType
CLOTHBONE_Fixed, CLOTHBONE_BreakableAttachment,
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
BoneMirrorInfo
SourceIndex, BoneFlipAxis
ClothSpecialBoneInfo
BoneName, BoneType, AttachedVertexIndices
SkeletalMeshLODInfo
DisplayFactor, LODHysteresis, LODMaterialMap, bEnableShadowCasting
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

Bounds Source code

var const native BoxSphereBounds Bounds;

ClothIndexBuffer Source code

var const array<int> ClothIndexBuffer;
Index buffer for simulation cloth.

ClothMesh Source code

var const native transient array<pointer> ClothMesh;
Cache of ClothMesh objects at different scales.

ClothMeshScale Source code

var const native transient array<float> ClothMeshScale;
Scale of each of the ClothMesh objects in cache. This array is same size as ClothMesh.

ClothToGraphicsVertMap Source code

var const array<int> ClothToGraphicsVertMap;
Mapping between each vertex in the simulation mesh and the graphics mesh. This is ordered so that 'free' vertices are first, and then after NumFreeClothVerts they are 'fixed' to the skinned mesh.

ClothTornTriMap Source code

var const native Map_Mirror ClothTornTriMap;
Map which maps from a set of 3 triangle indices packet in a 64bit to the location in the index buffer, Used to update indices for torn triangles. Note: This structure is lazy initialized when a torn cloth mesh is created. (But could be precomputed in BuildClothMapping() if serialization is handled correctly).

ClothWeldedIndices Source code

var const array<int> ClothWeldedIndices;
This will hold the indices to the reduced number of cloth vertices used for cooking the NxClothMesh.

ClothWeldingDomain Source code

var const int ClothWeldingDomain;
This is the highest value stored in ClothWeldingMap

ClothWeldingMap Source code

var const array<int> ClothWeldingMap;
Mapping from index of rendered mesh to index of simulated mesh. This mapping applies before ClothToGraphicsVertMap which can then operate normally The reason for this mapping is to weld several vertices with the same position but different texture coordinates into one simulated vertex which makes it possible to run closed meshes for cloth.

LODModels Source code

var const native private IndirectArray_Mirror LODModels;

NameIndexMap Source code

var const native map NameIndexMap;

NumFreeClothVerts Source code

var const int NumFreeClothVerts;
Point in the simulation cloth vertex array where the free verts finish and we start having 'fixed' verts.

PerPolyBoneKDOPs Source code

var private const native array<int> PerPolyBoneKDOPs;
KDOP tree's used for storing rigid triangle information for a subset of bones. Length of this array matches PerPolyCollisionBones

RefBasesInvMatrix Source code

var const native array<matrix> RefBasesInvMatrix;

RefSkeleton Source code

var const native array<int> RefSkeleton;

ReleaseResourcesFence Source code

var const native transient int ReleaseResourcesFence;

SkeletalDepth Source code

var const native int SkeletalDepth;

SkelMeshGUID Source code

var const GUID SkelMeshGUID;
GUID for this SkeletalMeshm, used when linking meshes to AnimSets.

Sockets Source code

var array<SkeletalMeshSocket> Sockets;

Cloth

bClothMetal Source code

var(Cloth) const bool bClothMetal;
Whether cloth simulation should be wrapped inside a Rigid Body and only be used upon impact

bEnableClothBendConstraints Source code

var(Cloth) const bool bEnableClothBendConstraints;
Enable constraints that attempt to minimize curvature or folding of the cloth.

bEnableClothDamping Source code

var(Cloth) const bool bEnableClothDamping;
Enable damping forces on the cloth.

bEnableClothLineChecks Source code

var(Cloth) const bool bEnableClothLineChecks;
Enable cloth line/extent/point checks. Note: line checks are performed with a raycast against the cloth, but point and swept extent checks are performed against the cloth AABB

bEnableClothOrthoBendConstraints Source code

var(Cloth) const bool bEnableClothOrthoBendConstraints;
Enable orthogonal bending resistance to minimize curvature or folding of the cloth. This technique uses angular springs instead of distance springs as used in 'bEnableClothBendConstraints'. This mode is slower but independent of stretching resistance.

bEnableClothPressure Source code

var(Cloth) const bool bEnableClothPressure;
Enables pressure support. Simulates inflated objects like balloons.

bEnableClothSelfCollision Source code

var(Cloth) const bool bEnableClothSelfCollision;
Enables cloth self collision.

bEnableClothTearing Source code

var(Cloth) const bool bEnableClothTearing;
Used to enable cloth tearing. Note, extra vertices/indices must be reserved using ClothTearReserve Also cloth tearing is not available when welding is enabled.

bEnableClothTwoWayCollision Source code

var(Cloth) const bool bEnableClothTwoWayCollision;
Enables two way collision with rigid-bodies.

bForceNoWelding Source code

var(Cloth) const bool bForceNoWelding;
Forces the Welding Code to be turned off even if the mesh has doubled vertices

bUseClothCOMDamping Source code

var(Cloth) const bool bUseClothCOMDamping;
Enable center of mass damping of cloth internal velocities.

ClothAttachmentResponseCoefficient Source code

var(Cloth) const float ClothAttachmentResponseCoefficient;
How much an attachment to a rigid body influences the cloth

ClothAttachmentTearFactor Source code

var(Cloth) const float ClothAttachmentTearFactor;
How much extension an attachment can undergo before it tears/breaks

ClothBendStiffness Source code

var(Cloth) const float ClothBendStiffness;
Controls strength of springs that stop the cloth from bending. bEnableClothBendConstraints must be true to take affect.

ClothBones Source code

var(Cloth) const array<name> ClothBones;
Vertices with any weight to these bones are considered 'cloth'.

ClothCollisionResponseCoefficient Source code

var(Cloth) const float ClothCollisionResponseCoefficient;
Response coefficient for cloth/rb collision

ClothDamping Source code

var(Cloth) const float ClothDamping;
Controls how much damping force is applied to cloth particles. bEnableClothDamping must be true to take affect.

ClothDensity Source code

var(Cloth) const float ClothDensity;
This is multiplied by the size of triangles sharing a point to calculate the points mass. This cannot be modified after the cloth has been created.

ClothFriction Source code

var(Cloth) const float ClothFriction;
Controls movement of cloth when in contact with other bodies.

ClothIterations Source code

var(Cloth) const int ClothIterations;
Increasing the number of solver iterations improves how accurately the cloth is simulated, but will also slow down simulation.

ClothMetalImpulseThreshold Source code

var(Cloth) const float ClothMetalImpulseThreshold;
Threshold for when deformation is allowed

ClothMetalMaxDeformationDistance Source code

var(Cloth) const float ClothMetalMaxDeformationDistance;
Maximum deviation of cloth particles from initial position

ClothMetalPenetrationDepth Source code

var(Cloth) const float ClothMetalPenetrationDepth;
Amount by which colliding objects are brought closer to the cloth

ClothPressure Source code

var(Cloth) const float ClothPressure;
Adjusts the internal "air" pressure of the cloth. Only has affect when bEnableClothPressure.

ClothRelativeGridSpacing Source code

var(Cloth) const float ClothRelativeGridSpacing;
Controls the size of the grid cells a cloth is divided into when performing broadphase collision. The cell size is relative to the AABB of the cloth.

ClothSleepLinearVelocity Source code

var(Cloth) const float ClothSleepLinearVelocity;
Maximum linear velocity at which cloth can go to sleep. If negative, the global default will be used.

ClothSpecialBones Source code

var(Cloth) const array<ClothSpecialBoneInfo> ClothSpecialBones;
Vertices with any weight to these bones are considered cloth with special behavoir, currently they are attached to the physics asset with fixed or breakable attachments.

ClothStretchStiffness Source code

var(Cloth) const float ClothStretchStiffness;
Controls strength of springs that attempts to keep particles in the cloth together.

ClothTearFactor Source code

var(Cloth) const float ClothTearFactor;
Stretch factor beyond which a cloth edge/vertex will tear. Should be greater than 1.

ClothTearReserve Source code

var(Cloth) const int ClothTearReserve;
Number of vertices/indices to set aside to accomodate new triangles created as a result of tearing

ClothThickness Source code

var(Cloth) const float ClothThickness;
How thick the cloth is considered when doing collision detection.

SkeletalMesh

AddToParentPerPolyCollisionBone Source code

var(SkeletalMesh) array<name> AddToParentPerPolyCollisionBone;
For each of these bones, find the parent that is in PerPolyCollisionBones and add its polys to that bone.

bForceCPUSkinning Source code

var(SkeletalMesh) const bool bForceCPUSkinning;
All meshes default to GPU skinning. Set to True to enable CPU skinning

BoundsPreviewAsset Source code

var(SkeletalMesh) editoronly PhysicsAsset BoundsPreviewAsset;
Asset used for previewing bounds in AnimSetViewer. Makes setting up LOD distance factors more reliable.

bPerPolyUseSoftWeighting Source code

var(SkeletalMesh) bool bPerPolyUseSoftWeighting;
If true, include triangles that are soft weighted to bones.

bUseFullPrecisionUVs Source code

var(SkeletalMesh) const bool bUseFullPrecisionUVs;
If true, use 32 bit UVs. If false, use 16 bit UVs to save memory

bUseSimpleBoxCollision Source code

var(SkeletalMesh) bool bUseSimpleBoxCollision;
If true, use PhysicsAsset for extent (swept box) collision checks. If false, use per-poly bone collision (if present).

bUseSimpleLineCollision Source code

var(SkeletalMesh) bool bUseSimpleLineCollision;
If true, use PhysicsAsset for line collision checks. If false, use per-poly bone collision (if present).

FaceFXAsset Source code

var(SkeletalMesh) FaceFXAsset FaceFXAsset;
The FaceFX asset the skeletal mesh uses for FaceFX operations.

LODBiasPC Source code

var(SkeletalMesh) int LODBiasPC;
LOD bias to use for PC.

LODBiasPS3 Source code

var(SkeletalMesh) int LODBiasPS3;
LOD bias to use for PS3.

LODBiasXbox360 Source code

var(SkeletalMesh) int LODBiasXbox360;
LOD bias to use for Xbox 360.

LODInfo Source code

var(SkeletalMesh) editfixedsize array<SkeletalMeshLODInfo> LODInfo;
Struct containing information for each LOD level, such as materials to use, whether to cast shadows, and when use the LOD.

Materials Source code

var(SkeletalMesh) const native array<MaterialInterface> Materials;
List of materials applied to this mesh.

Origin Source code

var(SkeletalMesh) const native vector Origin;
Origin in original coordinate system

PerPolyCollisionBones Source code

var(SkeletalMesh) array<name> PerPolyCollisionBones;
For each bone specified here, all triangles rigidly weighted to that bone are entered into a kDOP, allowing per-poly collision checks.

RotOrigin Source code

var(SkeletalMesh) const native rotator RotOrigin;
Amount to rotate when importing (mostly for yawing)

SkelMirrorAxis Source code

var(SkeletalMesh) EAxis SkelMirrorAxis;

SkelMirrorFlipAxis Source code

var(SkeletalMesh) EAxis SkelMirrorFlipAxis;

SkelMirrorTable Source code

var(SkeletalMesh) editfixedsize array<BoneMirrorInfo> SkelMirrorTable;
List of bones that should be mirrored.

StartDisplayBoneName Source code

var(SkeletalMesh) Name StartDisplayBoneName;
Bone Name to start drawing bones from. See SkeletalMeshComponent.bDisplayBones.


Enumerations Detail

ClothBoneType Source code

enum ClothBoneType
{
CLOTHBONE_Fixed, CLOTHBONE_BreakableAttachment,
};
Cloth bone type, used when attaching to the physics asset.


Structures Detail

BoneMirrorInfo Source code

struct BoneMirrorInfo
{
var(SkeletalMesh) EAxis BoneFlipAxis;
var(SkeletalMesh) int SourceIndex;
};

BoneFlipAxis:
Axis the bone is mirrored across.
SourceIndex:
The bone to mirror.

ClothSpecialBoneInfo Source code

struct ClothSpecialBoneInfo
{
var const array<int> AttachedVertexIndices;
var(SkeletalMesh) name BoneName;
var(SkeletalMesh) ClothBoneType BoneType;
};
Used to specify a set of special cloth bones which are attached to the physics asset
AttachedVertexIndices:
Array used to cache cloth indices which will be attached to this bone, created in BuildClothMapping(), Note: These are welded indices.
BoneName:
The bone name to attach to a cloth vertex
BoneType:
The type of attachment

SkeletalMeshLODInfo Source code

struct SkeletalMeshLODInfo
{
var(SkeletalMesh) editfixedsize array<bool> bEnableShadowCasting;
var(SkeletalMesh) float DisplayFactor;
var(SkeletalMesh) float LODHysteresis;
var(SkeletalMesh) editfixedsize array<INT> LODMaterialMap;
};
Struct containing information for a particular LOD level, such as materials and info for when to use it.
bEnableShadowCasting:
Per-section control over whether to enable shadow casting.
DisplayFactor:
Indicates when to use this LOD. A smaller number means use this LOD when further away.
LODHysteresis:
Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.
LODMaterialMap:
Mapping table from this LOD's materials to the SkeletalMesh materials array.


Defaultproperties

defaultproperties
{
   SkelMirrorAxis=AXIS_X
   SkelMirrorFlipAxis=AXIS_Z
   bUseSimpleLineCollision=True
   bUseSimpleBoxCollision=True
   ClothStretchStiffness=1.000000
   ClothBendStiffness=1.000000
   ClothDensity=1.000000
   ClothThickness=0.500000
   ClothDamping=0.500000
   ClothIterations=5
   ClothFriction=0.500000
   ClothRelativeGridSpacing=1.000000
   ClothPressure=1.000000
   ClothCollisionResponseCoefficient=0.200000
   ClothAttachmentResponseCoefficient=0.200000
   ClothAttachmentTearFactor=1.500000
   ClothSleepLinearVelocity=-1.000000
   ClothMetalImpulseThreshold=10.000000
   ClothTearFactor=3.500000
   ClothTearReserve=128
   Name="Default__SkeletalMesh"
   ObjectArchetype=Object'Core.Default__Object'
}

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Creation time: sk 18-3-2018 10:00:44.270 - Created with UnCodeX