description: Return component template instancing data if cooked for the BPGC, as overridden template data can be cooked out for a child.

code: const [FBlueprintCookedComponentInstancingData](API\Runtime\Engine\Engine\FBlueprintCookedComponentInstanc-) * GetActualComponentTemplateData ( class [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * ActualBPGC ) const


description: Returns an array containing this node and all children below it

module: Engine

code: [TArray](API\Runtime\Core\Containers\TArray)< [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * > GetAllNodes()


code: [TArray](API\Runtime\Core\Containers\TArray)< const [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * > GetAllNodes() const


description: Returns an constant reference to the child nodes array of this node

code: const [TArray](API\Runtime\Core\Containers\TArray)< [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * > & GetChildNodes() const


description: Gets a metadata value on the SCS_Node; asserts if the value isn't present. Check for validiy using FindMetaDataEntryIndexForKey.

code: const [FString](API\Runtime\Core\Containers\FString) & GetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description: Finds and returns the parent component template through the given Blueprint

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetParentComponentTemplate ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint ) const


description: Finds and returns the parent component template through the given BPGC

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetParentComponentTemplate ( [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * BPGC ) const


description: Get the SimpleConstructionScript that owns this node

code: [USimpleConstructionScript](API\Runtime\Engine\Engine\USimpleConstructionScript) * GetSCS() const


description: Get name of the variable we should create for this component instance


description: See if this node is a child of the supplied parent

code: bool IsChildOf ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * TestParent )


description: Returns Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: See if this node is the root

code: bool IsRootNode() const


description: Moves a list of nodes from their current list to this node's ChildNode list

code: void MoveChildNodes ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * SourceNode, int32 InsertLocation )


description: Signal back to the SCS that variable name was modified by an external part of program

code: void NameWasModified()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Preloads the node, and all its child nodes recursively

code: void PreloadChain()


description: Removes the child node at the given index

code: void RemoveChildNode ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * InNode, bool bRemoveFromAllNodes )


code: void RemoveChildNodeAt ( int32 ChildIndex, bool bRemoveFromAllNodes )


description: Clear metadata value on the SCS_Node

code: void RemoveMetaData ( [FName](API\Runtime\Core\UObject\FName) Key )


description: Helper method to rename the given component template along with any instances

code: static void RenameComponentTemplate ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentTemplate, const [FName](API\Runtime\Core\UObject\FName) & NewName )


description: Saves the current state of SimpleConstructionScript and its nodes to the transaction buffer.

code: void SaveToTransactionBuffer()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set a metadata value on the SCS_Node

code: void SetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key, [FString](API\Runtime\Core\Containers\FString) Value )


description: Set delegate to call when name is modified externally

code: void SetOnNameChanged ( const FSCSNodeNameChanged & OnChange )


description: Sets parent component attributes based on the given SCS node

code: void SetParent ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * InParentNode )


description: Sets parent component attributes based on the given component instance

code: void SetParent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InParentComponent )


description: Set name of the variable we should create for this component instance

code: void SetVariableName ( const [FName](API\Runtime\Core\UObject\FName) & NewName, bool bRenameTemplate )


description: Make sure, the guid is proper - backward compatibility

code: void ValidateGuid()


code: USCS_Node ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class USCS_Node : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AttachToName

type: FName

description: Socket/Bone that Node might attach to

bIsParentComponentNative

type: bool

description: If the node is parented, this indicates whether or not the template is found in the CDO's Components array

CategoryName

type: FText

description: If non-None, the assigned category name

ChildNodes

type: TArray<TObject...

description: Set of child nodes

ComponentClass

type: TObjectPtr<UCl...

description: Component class

ComponentTemplate

type: TObjectPtr< cla...

description: Template for the component to create

CookedComponentInstancingData

type: FBlueprintCooke...

description: Cached data for faster runtime instancing (only used in cooked builds)

EditorComponentInstance

type: TWeakObjectPtr<...

description: The scene component constructed for component editing in the SCS editor

MetaDataArray

type: TArray< struct ...

description: Metadata information for this Node

ParentComponentOrVariableName

description: Component template or variable that Node might be parented to

ParentComponentOwnerClassName

description: If the node is attached to another node inherited from a parent Blueprint, this contains the name of the Blueprint parent class that owns the component template

VariableGuid

type: FGuid


code: UShadowMapTexture2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UShadowMapTexture2D : public [UTexture2D](API\Runtime\Engine\Engine\UTexture2D)

ShadowmapFlags

type: TEnumAsByte< en...

description: Bit-field with shadowmap flags.


description: Adds this node to the root set

code: void AddNode ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * Node )


description: Called by the SCS editor to prepare for constructing editable components

code: void BeginEditorComponentConstruction()


description: Called by the SCS editor to clear all SCS editor component references

code: void ClearEditorComponentReferences()


className: ComponentTemplateNameSuffix

description: Suffix used for component template object name.

code: static const [FString](API\Runtime\Core\Containers\FString) ComponentTemplateNameSuffix;


description: Create the map from names to SCS_Nodes to improve FindSCSNode performance during construction script execution

code: void CreateNameToSCSNodeMap()


description: Creates a new SCS node using the given class to create the component template

code: [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * CreateNode ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewComponentClass, [FName](API\Runtime\Core\UObject\FName) NewComponentVariableName )


description: Creates a new SCS node using the given component template instance

code: [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * CreateNodeAndRenameComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ExistingTemplate )


description: Called by the SCS editor to clean up after constructing editable components

code: void EndEditorComponentConstruction()


description: Execute this script on the supplied actor, creating components

code: void ExecuteScriptOnActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [TInlineComponentArray](API\Runtime\Engine\GameFramework\TInlineComponentArray)< [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * > & NativeSceneComponents, const FTransform & RootTransform, const [FRotationConversionCache](API\Runtime\Engine\Engine\FRotationConversionCache) * RootRelativeRotationCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod )


description: Find the parent node of this one. Returns NULL if node is not in tree or if is root

code: [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * FindParentNode ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * InNode ) const


description: Find the SCS_Node node by name and return it if found

code: [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * FindSCSNodeByGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) Guid ) const


code: [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * FindSCSNode ( const [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Helper function for generating a name for a new node, DesiredName can be used to optionally request a name, ComponentClass is mandatory

code: [FName](API\Runtime\Core\UObject\FName) GenerateNewComponentName ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ComponentClass, [FName](API\Runtime\Core\UObject\FName) DesiredName ) const


description: Ensures that all root node parent references are still valid and clears the reference if not

code: void FixupRootNodeParentReferences()


description: Return all nodes in tree as a flat list

code: const [TArray](API\Runtime\Core\Containers\TArray)< [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * > & GetAllNodes() const


description: Gets the SCS editor actor instance that's being used for component editing

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetComponentEditorActorInstance() const


description: Return the Blueprint associated with this SCS instance

code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint() const


description: Provides read-only access to the default scene root node

code: const [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * GetDefaultSceneRootNode() const


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetOwnerClass() const


description: Return the parent class of the SCS owner class

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetParentClass() const


description: Provides read-only access to the root node set

code: const [TArray](API\Runtime\Core\Containers\TArray)< [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * > & GetRootNodes() const


description: Find out whether or not we're constructing components in the SCS editor


description: Helper function to find the current scene root component template and optionally the owning SCS node

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetSceneRootComponentTemplate ( bool bShouldUseDefaultRoot, [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) ** OutSCSNode ) const


description: Returns Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Helper method to register instanced components post-construction

code: static void RegisterInstancedComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


description: Remove the map from names to SCS_Nodes

code: void RemoveNameToSCSNodeMap()


description: Remove this node from the script

code: void RemoveNode ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * Node, bool bValidateSceneRootNodes )


description: Remove this node from the script and if it's the root, promote its first child to replace it

code: void RemoveNodeAndPromoteChildren ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * Node )


description: Saves the current state of SimpleConstructionScript and its nodes to the transaction buffer.

code: void SaveToTransactionBuffer()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Ensures that all nodes in the SCS have valid templates

code: void ValidateNodeTemplates ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


description: Called by the SCS editor to set the actor instance for component editing

code: void SetComponentEditorActorInstance ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Ensures that all nodes in the SCS have valid names for compilation/replication

code: void ValidateNodeVariableNames ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


description: Checks the root node set for scene components and ensures that it is valid (e.g. after a removal)

code: void ValidateSceneRootNodes()


className: USimpleConstructionScript

code: class USimpleConstructionScript : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: USimpleConstructionScript ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Returns whether the client has initialized the level required for the given object
true if the client has initialized the level the object is in or the object is not in a level, false otherwise

code: virtual bool ClientHasInitializedLevelFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * TestActor ) const


description: During cleanup this will destroy the actor owned by this connection (generally a PlayerController)

code: virtual void DestroyOwningActor()


description:
Return the platform specificFInternetAddrtype, containing this connections address. If nullptr is returned, connection is not added to MappedClientConnections, and can't receive net packets which depend on this.
The platform specificFInternetAddrcontaining this connections address

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > GetRemoteAddr()


description: Handle the player controller client

code: virtual void HandleClientPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


description: Initialize this connection instancetoa remote source

code: virtual void InitLocalConnection ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, class [FSocket](API\Runtime\Sockets\FSocket) * InSocket, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, EConnectionState InState, int32 InMaxPacket, int32 InPacketOverhead )


description: Initialize this connection instancefroma remote source

code: virtual void InitRemoteConnection ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, class [FSocket](API\Runtime\Sockets\FSocket) * InSocket, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, const class [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & InRemoteAddr, EConnectionState InState, int32 InMaxPacket, int32 InPacketOverhead )


description: the description of connection


description: the remote machine address

code: virtual [FString](API\Runtime\Core\Containers\FString) LowLevelGetRemoteAddress ( bool bAppendPort )


description: Sends a byte stream to the remote endpoint using the underlying socket

code: virtual void LowLevelSend ( void * Data, int32 CountBits, [FOutPacketTraits](API\Runtime\NetCommon\Net\Common\Packets\FOutPacketTraits) & Traits )


code: USimulatedClientNetConnection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USimulatedClientNetConnection

description: A fake connection that will absorb traffic and auto ack every packet. Useful for testing scaling. Use net.SimulateConnections command to add at runtime.

code: class USimulatedClientNetConnection : public [UNetConnection](API\Runtime\Engine\Engine\UNetConnection)


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


code: void AddBoneToReductionSetting ( int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


code: void AddBoneToReductionSetting ( int32 LODIndex, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Adds an asset to this mesh with validation and event broadcast

code: void AddClothingAsset ( [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * InNewAsset )


description: This adds one entry with correct setting If it's using LODSettings, it will copy from that setting If not, it will auto calculate based on what is previous LOD setting


description: This is used by import code, where they want to override this

code: void AddLODInfo ( const [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) & NewLODInfo )


code: void AddSkinWeightProfile ( const [FSkinWeightProfileInfo](API\Runtime\Engine\Animation\FSkinWeightProfileInfo) & Profile )


description: Add a skeletal socket object to this SkeletalMesh, and optionally promotes it toUSkeletonsocket.

code: void AddSocket ( [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket, bool bAddToSkeleton )


description: Allocate a newFSkeletalMeshRenderDataand assign to SkeletalMeshRenderData member.

code: void AllocateResourceForRendering()


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: If derive data cache key do not match, regenerate derived data and re-create any render state based on that.

code: void Build()


description: Generate the derived data key for the given platform.USkinnedAssetinterface.

code: virtual [FString](API\Runtime\Core\Containers\FString) BuildDerivedDataKey ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Build a LOD model before creating its render data.USkinnedAssetInterface.

code: virtual void BuildLODModel ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, int32 LODIndex )


code: virtual int32 CalcCumulativeLODSize ( int32 NumLODs ) const


description: Calculate the extended bounds based on the imported bounds and the extension values

code: void CalculateExtendedBounds()


description: Setup-only routines - not concerned with the instance.

code: void CalculateInvRefMatrices()


description: Cancels any pending static mesh streaming actions if possible. Returns when no more async loading requests are in flight.


description: Calculate the required bones for a Skeletal Mesh LOD, including possible extra influences

code: static void CalculateRequiredBones ( [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & LODModel, const struct [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, const [TMap](API\Runtime\Core\Containers\TMap)< FBoneIndexType, FBoneIndexType > * BonesToRemove )


description: Sets InMeshDescription to the associated InLODIndex.

code: void CommitMeshDescription ( const int32 InLODIndex, const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & InMeshDescription, const [FCommitMeshDescriptionParams](API\Runtime\Engine\Engine\USkeletalMesh\FCommitMeshDescriptionParams) & InParams )


description: Trigger a physics build to ensure per poly collision is created

code: void BuildPhysicsData()


description: Clear all cached cooked platform data


description: Compute whether or not any bound clothing assets exist for this mesh


description:
Interface for checking if the implementing objects contains triangle mesh collision data
true if the implementing object contains triangle mesh data, false otherwise

code: virtual bool ContainsPhysicsTriMeshData ( bool InUseAllTriData ) const


description: Static function that copy the LOD import data from a source s^keletal mesh to a destination skeletal mesh

code: static void CopyImportedData ( int32 SrcLODIndex, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SrcSkeletalMesh, int32 DestLODIndex, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * DestSkeletalMesh )


description: Convert legacy screen size (based on fixed resolution) into screen size (diameter in screen units)

code: void ConvertLegacyLODScreenSize()


description: Verify SkeletalMeshLOD is set up correctly

code: void DebugVerifySkeletalMeshLOD()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: static void DeclareCustomVersions ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: virtual bool DoesMipDataExist ( const int32 MipIndex ) const


description: Remove the import data for all the LODs

code: void EmptyAllImportData()


description: Remove the import data for the specified LOD

code: void EmptyLODImportData ( const int32 LODIndex )


className: FCommitMeshDescriptionParams

description: Structure that defines parameters passed into the commit mesh description function

code: struct FCommitMeshDescriptionParams


description:
Find a named MorphTarget from the MorphSets array in the SkinnedMeshComponent. This searches the array in the same way as FindAnimSequence.USkinnedAssetinterface.
Pointer to found MorphTarget. Returns NULL if could not find target with that name.

code: virtual [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * FindMorphTarget ( [FName](API\Runtime\Core\UObject\FName) MorphTargetName ) const


code: [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * FindMorphTargetAndIndex ( [FName](API\Runtime\Core\UObject\FName) MorphTargetName, int32 & OutIndex ) const


description: Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

code: virtual [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocket ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


description: Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access viaGetSocketByIndex()

code: [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocketAndIndex ( [FName](API\Runtime\Core\UObject\FName) InSocketName, int32 & OutIndex ) const


description: Find a socket object and asscociated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access viaGetSocketByIndex()Also rteturns the socket loca transform and the bone index (if any)

code: virtual [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocketInfo ( [FName](API\Runtime\Core\UObject\FName) InSocketName, FTransform & OutTransform, int32 & OutBoneIndex, int32 & OutIndex ) const


className: FOnMeshChanged

description: Notification when anything changed

code: typedef TMulticastDelegate_NoParams< void > FOnMeshChanged


code: void ForceBulkDataResident ( const int32 LODIndex )


description: Flush current render state

code: void FlushRenderState()


description: Returns the "active" socket list - all sockets from this mesh plus all non-duplicates from the skeleton Const ref return value as this cannot be modified externally.USkinnedAssetinterface.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * > GetActiveSocketList() const


code: [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData) * GetAssetImportData() const


description: Gathers a collection of asset registry tag metadata

code: virtual void GetAssetRegistryTagMetadata ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAssetRegistryTagMetadata](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTagMetadata) > & OutMetadata ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * > * GetAssetUserDataArray() const


code: virtual [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * GetAssetUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Get BakePose for the given LOD

code: const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetBakePose ( int32 LODIndex ) const


code: [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup() const


description: Deprecated* Please do not use this non const function; use the combination ofUSkeletalMesh::CreateBodySetup()andUSkeletalMesh::GetBodySetup() const. Cast the skeletal mesh caller to const to force the compiler to use theUSkeletalMesh::GetBodySetup() constfunction and avoid the deprecation warning


description: Get the extended bounds of this mesh (imported bounds plus bounds extension).USkinnedAssetinterface.

code: virtual FBoxSphereBounds GetBounds() const


description: Get a clothing asset from its associated GUID (returns nullptr if no match is found)

code: [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * GetClothingAsset ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InAssetGuid ) const


description: Get the index in the clothing asset array for a given asset GUID (INDEX_NONE if there is no match)

code: int32 GetClothingAssetIndex ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InAssetGuid ) const


description: Populates OutClothingAssets with all clothing assets that are mapped to sections in the mesh.

code: void GetClothingAssetsInUse ( [TArray](API\Runtime\Core\Containers\TArray)< [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * > & OutClothingAssets ) const


description: Get the component orientation of a bone or socket. Transforms by parent bones.USkinnedAssetinterface.

code: virtual FMatrix GetComposedRefPoseMatrix ( [FName](API\Runtime\Core\UObject\FName) InBoneName ) const


description: Return the component orientation of a bone or socket.

code: virtual FMatrix GetComposedRefPoseMatrix ( int32 InBoneIndex ) const


code: [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetDefaultAnimatingRig() const


code: const FVector & GetDefaultEditorCameraLocation() const


code: const FVector & GetDefaultEditorCameraLookAt() const


code: const FRotator & GetDefaultEditorCameraRotation() const


description: Get the index in the clothing asset array for a given asset (INDEX_NONE if InAsset isn't in the array)

code: int32 GetClothingAssetIndex ( [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * InAsset ) const


description: Get Default LOD Setting of this mesh

code: const [USkeletalMeshLODSettings](API\Runtime\Engine\Engine\USkeletalMeshLODSettings) * GetDefaultLODSetting() const


code: virtual int32 GetDefaultMinLod() const


code: virtual [UMeshDeformer](API\Runtime\Engine\Animation\UMeshDeformer) * GetDefaultMeshDeformer() const


description: Generate the derived data key used to fetch derived data


description: Returns a one line description of an object for viewing in the thumbnail view of the generic browser


description: USkinnedAssetinterface.

code: virtual const [FPerPlatformBool](API\Runtime\Engine\FPerPlatformBool) & GetDisableBelowMinLodStripping() const


description: Get whether this mesh should use LOD streaming for the given platform. Do not use bSupportLODStreaming directly. Call this method instead.USkinnedAssetInterface.

code: virtual bool GetEnableLODStreaming ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: bool GetEnablePerPolyCollision() const


description: Return whether or not the mesh has vertex colors.USkinnedAssetinterface.

code: virtual bool GetHasVertexColors() const


description: Get the original imported bounds of the skel mesh


description: Get the imported data for this skeletal mesh.

code: virtual [FSkeletalMeshModel](API\Runtime\Engine\Rendering\FSkeletalMeshModel) * GetImportedModel() const


description: Get the Versions of the geo and skinning data. We use those versions to answer to IsLODImportedDataBuildAvailable function.

code: void GetLODImportedDataVersions ( const int32 LODIndex, ESkeletalMeshGeoImportVersions & OutGeoImportVersion, ESkeletalMeshSkinningImportVersions & OutSkinningImportVersion ) const


description: Get LODInfo of the given index non-const.USkinnedAssetinterface.

code: virtual [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) * GetLODInfo ( int32 Index )


description: Get LODInfo of the given index const.USkinnedAssetinterface.

code: virtual const [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) * GetLODInfo ( int32 Index ) const


description: Returns whole array of LODInfo non-const.USkinnedAssetinterface.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) > & GetLODInfoArray()


description: Returns whole array of LODInfo const.USkinnedAssetinterface.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) > & GetLODInfoArray() const


description: Returns total number of LOD.USkinnedAssetinterface.

code: virtual int32 GetLODNum() const


code: const [USkeletalMeshLODSettings](API\Runtime\Engine\Engine\USkeletalMeshLODSettings) * GetLODSettings() const


description: Returns nodes that needs for them to map

code: virtual void GetMappableNodeData &40; TArray< FName > & OutNames, TArray< FNodeItem > & OutNodeItems &41; const


description: USkinnedAssetinterface.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & GetMaterials()


description: USkinnedAssetinterface.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & GetMaterials() const


code: const [FPerPlatformInt](API\Runtime\Engine\FPerPlatformInt) & GetMaxNumOptionalLODs() const


description: Get the maximum number of optional LODs. Do not use MaxNumOptionalLODs directly. Call this method instead.USkinnedAssetInterface.

code: virtual int32 GetMaxNumOptionalLODs ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Get the maximum number of LODs that can be streamed. Do not use MaxNumStreamedLODs directly. Call this method instead.USkinnedAssetInterface.

code: virtual int32 GetMaxNumStreamedLODs ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * > & GetMeshClothingAssets() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) > > & GetMeshClothingAssets()


description: Fills OutMeshDescription from the associated InLODIndex.

code: void GetMeshDescription ( const int32 InLODIndex, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & OutMeshDescription ) const


code: const [FPerPlatformInt](API\Runtime\Engine\FPerPlatformInt) & GetMaxNumStreamedLODs() const


description: Returns the mesh only socket list - this ignores any sockets in the skeleton Return value is a non-const reference so the socket list can be changed

code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) > > & GetMeshOnlySocketList()


description: An optional string identifying the mesh data.

code: virtual void GetMeshId ( [FString](API\Runtime\Core\Containers\FString) & OutMeshId )


description: Const version Returns the mesh only socket list - this ignores any sockets in the skeleton Return value is a non-const reference so the socket list can be changed

code: const [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * > & GetMeshOnlySocketList() const


description: USkinnedAssetinterface.

code: virtual const [FPerPlatformInt](API\Runtime\Engine\FPerPlatformInt) & GetMinLod() const


code: void GetMinLODForQualityLevels ( [TMap](API\Runtime\Core\Containers\TMap)< EPerQualityLevels, int32 > & QualityLevelMinimumLODs, int32 & Default ) const


description: Choose either PerPlatform or PerQuality override. Note: Enable PerQuality override in the Project Settings/ General Settings/ UseSkeletalMeshMinLODPerQualityLevels

code: virtual int32 GetMinLodIdx ( bool bForceLowestLODIdx ) const


code: virtual FIoFilenameHash GetMipIoFilenameHash ( const int32 MipIndex ) const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), int32 > & GetMorphTargetIndexMap()


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), int32 > & GetMorphTargetIndexMap() const


description: USkinnedAssetinterface.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) > > & GetMorphTargets()


description: USkinnedAssetinterface.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) > > & GetMorphTargets() const


description: NOTE: BP compiler doesn't supportTObjectPtras an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolveallTObjectPtrs and construct a new array for it.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * > GetMorphTargetsPtrConv() const


description: Get bound extension values in the negative direction of XYZ

code: const FVector & GetNegativeBoundsExtension() const


code: [UNodeMappingContainer](API\Runtime\Engine\Animation\UNodeMappingContainer) * GetNodeMappingContainer ( class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SourceAsset ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [UNodeMappingContainer](API\Runtime\Engine\Animation\UNodeMappingContainer) > > & GetNodeMappingData()


code: const [TArray](API\Runtime\Core\Containers\TArray)< class [UNodeMappingContainer](API\Runtime\Engine\Animation\UNodeMappingContainer) * > & GetNodeMappingData() const


description: Get the number of imported vertices. This returns 0 ifGetImportedModel()returns a nullptr. This is the number of vertices as they appear in the source asset, for example 8 for a cube.

code: int32 GetNumImportedVertices() const


code: const [FOnMeshChanged](API\Runtime\Engine\Engine\USkeletalMesh\FOnMeshChanged) & GetOnMeshChanged() const


code: int32 GetNumSkinWeightProfiles() const


description: Get the default overlay material used by this mesh

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetOverlayMaterial() const


description: Get the default overlay material max draw distance used by this mesh

code: virtual float GetOverlayMaterialMaxDrawDistance() const


description: USkinnedAssetinterface.

code: virtual [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * GetPhysicsAsset() const


description:
Interface for retrieving triangle mesh collision data from the implementing object
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetPhysicsTriMeshData ( struct [FTriMeshCollisionData](API\Runtime\PhysicsCore\FTriMeshCollisionData) * CollisionData, bool InUseAllTriData )


description: USkinnedAssetinterface

code: virtual int32 GetPlatformMinLODIdx ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Get bound extension values in the positive direction of XYZ

code: const FVector & GetPositiveBoundsExtension() const


code: int32 GetPostEditChangeStackCounter()


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > GetPostProcessAnimBlueprint() const


description: Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time. Only used by the EDL.

code: virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


code: const [FPreviewAssetAttachContainer](API\Runtime\Engine\Animation\FPreviewAssetAttachContainer) & GetPreviewAttachedAssetContainer() const


code: const [FPerQualityLevelInt](API\Runtime\Engine\FPerQualityLevelInt) & GetQualityLevelMinLod() const


description: USkinnedAssetinterface.

code: virtual int32 GetRayTracingMinLOD() const


description: Get a copy of the reduction settings for a specified LOD index.

code: [FSkeletalMeshOptimizationSettings](API\Runtime\Engine\FSkeletalMeshOptimizationSetting-) GetReductionSettings ( int32 LODIndex ) const


description: USkinnedAssetinterface.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & GetRefBasesInvMatrix()


description: USkinnedAssetinterface.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & GetRefBasesInvMatrix() const


code: FMatrix GetRefPoseMatrix ( int32 BoneIndex ) const


description: USkinnedAssetinterface.

code: virtual const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetRefSkeleton() const


description: USkinnedAssetinterface.

code: virtual [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetRefSkeleton()


code: virtual EStreamableRenderAssetType GetRenderAssetType() const


description: Get the data to use for rendering.USkinnedAssetinterface.

code: virtual [FSkeletalMeshRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshRenderData) * GetResourceForRendering() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Deprecated* Please do not use the retarget base pose. If you need a separate retarget pose, use the IK Retargeter or adjust the reference pose of the skeletal mesh.

code: [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetRetargetBasePose()


code: const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetRetargetBasePose() const


code: const [FSkeletalMeshSamplingInfo](API\Runtime\Engine\Engine\FSkeletalMeshSamplingInfo) & GetSamplingInfo() const


description: Given an LOD and section index, retrieve a clothing asset bound to that section. If no clothing asset is in use, returns nullptr

code: [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * GetSectionClothingAsset ( int32 InLodIndex, int32 InSectionIndex )


code: const [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * GetSectionClothingAsset ( int32 InLodIndex, int32 InSectionIndex ) const


description: USkinnedAssetinterface.

code: virtual [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * GetShadowPhysicsAsset() const


description: USkinnedAssetinterface.

code: virtual [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton()


description: USkinnedAssetinterface.

code: virtual const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSkinWeightProfileInfo](API\Runtime\Engine\Animation\FSkinWeightProfileInfo) > & GetSkinWeightProfiles() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSkinWeightProfileInfo](API\Runtime\Engine\Animation\FSkinWeightProfileInfo) > & GetSkinWeightProfiles()


description: Returns a socket by index. Max index isNumSockets(). The meshes sockets are accessed first, then the skeletons.

code: [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * GetSocketByIndex ( int32 Index ) const


code: const [FPerPlatformBool](API\Runtime\Engine\FPerPlatformBool) & GetSupportLODStreaming() const


description: USkinnedAssetinterface.

code: virtual bool GetSupportRayTracing() const


code: [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * GetThumbnailInfo() const


description:
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData.
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetTriMeshSizeEstimates ( struct [FTriMeshCollisionDataEstimates](API\Runtime\PhysicsCore\FTriMeshCollisionDataEstimates) & OutTriMeshEstimates, bool bInUseAllTriData ) const


code: virtual bool GetUseLegacyMeshDerivedDataKey() const


description:
Returns the UV channel data for a given material index. Used by the texture streamer. This data applies to all lod-section using the same material.USkinnedAssetinterface.
the data, or null if none exists.

code: virtual const [FMeshUVChannelInfo](API\Runtime\Engine\FMeshUVChannelInfo) * GetUVChannelData ( int32 MaterialIndex ) const


description:
Returns vertex color data by position. For matching to reimported meshes that may have changed or copying vertex paint data from mesh to mesh.
VertexColorData Returns a map of vertex position and their associated color.

code: [TMap](API\Runtime\Core\Containers\TMap)< FVector3f, [FColor](API\Runtime\Core\Math\FColor) > GetVertexColorData ( const uint32 PaintingMeshLODIndex ) const


code: static [FText](API\Runtime\Core\Internationalization\FText) GetSourceFileLabelFromIndex ( int32 SourceFileIndex )


description: Get whether or not any bound clothing assets exist for this mesh

code: bool HasActiveClothingAssets() const


description: Get whether or not any bound clothing assets exist for this mesh's given LOD

code: bool HasActiveClothingAssetsForLOD ( int32 LODIndex ) const


description: This is a bit hacky. If you are inherriting from SkeletalMesh you can opt out of using the skeletal mesh actor factory. Note that this only works for one level of inherritence and is not a good long term solution

code: virtual bool HasCustomActorFactory() const


code: virtual bool HasCustomActorReimportFactory() const


description: Initialize MorphSets look up table : MorphTargetIndexMap

code: void InitMorphTargets()


description: Also returns false if the render resource is non existent, to prevent stalling on an event that will never complete.

code: virtual bool HasPendingRenderResourceInitialization() const


description: Initialize the mesh's render resources.

code: void InitResources()


description: Initialize morph targets and rebuild the render data


description: Force the creation of a new GUID use to build the derive data cache key. Next time a build happen the whole skeletal mesh will be rebuild. Use this when you change stuff not in the skeletal mesh ddc key, like the geometry (import, re-import) Every big data should not be in the ddc key and should use this function, because its slow to create a key with big data.

code: void InvalidateDeriveDataCacheGUID()


description: Returns false if there is currently an async task running.USkinnedAssetinterface.

code: virtual bool IsAsyncTaskComplete() const


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Return true if this skeletalmesh was never build since its creation.USkinnedAssetinterface.

code: virtual bool IsInitialBuildDone() const


description: Return true if the imported data has all the necessary data to use the skeletalmesh builder. Return False otherwise. Old asset before the refactor will not be able to be build until it get fully re-import. This value is cache in the LODModel and update when we call SaveLODImportedData.

code: bool IsLODImportedDataBuildAvailable ( const int32 LODIndex ) const


description: Return true if the imported data is present. Return false otherwise. Old asset before the split workflow will not have this data and will not support import geo only or skinning only. This value is cache in the LODModel and update when we call SaveLODImportedData.

code: bool IsLODImportedDataEmpty ( const int32 LODIndex ) const


description: USkinnedAssetinterface.

code: virtual bool IsMaterialUsed ( int32 MaterialIndex ) const


description: Check the QualitLevel property is enabled for MinLod.USkinnedAssetinterface.

code: virtual bool IsMinLodQualityLevelEnable() const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Return true if the reduction settings are setup to reduce a LOD

code: bool IsReductionActive ( int32 LODIndex ) const


description: Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed)

code: bool IsSectionUsingCloth ( int32 InSectionIndex, bool bCheckCorrespondingSections ) const


description:
Returns the list of all morph targets of this skeletal mesh
The list of morph targets

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > K2_GetAllMorphTargetNames() const


description: Return true if given index's LOD is valid.USkinnedAssetinterface.

code: virtual bool IsValidLODIndex ( int32 Index ) const


description: USkeletalMeshEditorDatapublic skeletalmesh API We do not want skeletal mesh client to use directly the asset(function GetMeshEditorData) We have to maintain some sync between the LODModels and the asset to avoid loading the asset when building the DDC key. That is why the asset accessor are private. the data we keep in sync in the LODModels is: IsLODImportedDataBuildAvailable IsLODImportedDataEmpty Raw mesh data DDC string ID, there is no API to retrieve it, since only the LODModels need this value Fill the OutMesh with the imported data

code: void LoadLODImportedData ( const int32 LODIndex, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & OutMesh ) const


description: Event - When the caller will trigger the event the skeletal mesh properties will be unlocked

code: void LockPropertiesUntil ( [FEvent](API\Runtime\Core\HAL\FEvent) * Event )


description: True if this mesh LOD needs to keep it's data on CPU.USkinnedAssetinterface.

code: virtual bool NeedCPUData ( int32 LODIndex ) const


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

code: int32 NumSockets() const


code: static void OnLodStrippingQualityLevelChanged ( [IConsoleVariable](API\Runtime\Core\HAL\IConsoleVariable) * Variable )


description: Get multicast delegate broadcast post to mesh data caching

code: FOnPostMeshCache & OnPostMeshCached()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Handle some common preparation steps between async post load and async build.USkinnedAssetinterface.


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Recalculate Retarget Base Pose BoneTransform

code: void ReallocateRetargetBasePose()


description: Called to rebuild an out-of-date or invalid socket map

code: void RebuildSocketMap()


description: If name conflicts, it will overwrite the reference

code: bool RegisterMorphTarget ( [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * MorphTarget, bool bInvalidateRenderData )


description: Release CPU access version of buffer

code: void ReleaseCPUResources()


description: Delegates for asset editor events

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnClothingChange ( const FSimpleMulticastDelegate::FDelegate & InDelegate )


description: Releases the mesh's render resources.

code: void ReleaseResources()


description: Releases all allocated Skin Weight Profile resources, assumes none are currently in use


description: Remove LOD info of given index

code: void RemoveLODInfo ( int32 Index )


description: If the given section of the specified LOD has a clothing asset, unbind it's data and remove it from the asset array

code: void RemoveClothingAsset ( int32 InLodIndex, int32 InSectionIndex )


description: Clothing used to require the original section to be hidden and duplicated to a new rendered section. This was mainly due to an older requirement that we use new render data so the duplicated section allowed us not to destroy the original data. This method will undo this process and restore the mesh now that this is no longer necessary.

code: void RemoveLegacyClothingSections()


description: Removes a specified section from the skeletal mesh, this is a destructive action

code: void RemoveMeshSection ( int32 InLodIndex, int32 InSectionIndex )


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Allocate the space we need. Use this before calling this API in multithreaded.

code: void ReserveLODImportData ( int32 MaxLODIndex )


description: Reset whole entry

code: void ResetLODInfo()


description: Fill the asset LOD entry with the InMesh.

code: void SaveLODImportedData ( const int32 LODIndex, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & InMesh )


code: void SetAssetImportData ( class [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData) * InAssetImportData )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetBodySetup ( class [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * InBodySetup )


code: void SetClothLODBiasMode ( EClothLODBiasMode InClothLODBiasMode )


code: void SetDefaultAnimatingRig ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InAnimatingRig )


code: void SetDefaultEditorCameraLocation ( FVector InDefaultEditorCameraLocation )


code: void SetDefaultEditorCameraLookAt ( FVector InDefaultEditorCameraLookAt )


code: void SetDefaultEditorCameraOrthoZoom ( float InDefaultEditorCameraOrthoZoom )


code: void SetDefaultEditorCameraRotation ( FRotator InDefaultEditorCameraRotation )


code: void SetDisableBelowMinLodStripping ( [FPerPlatformBool](API\Runtime\Engine\FPerPlatformBool) InDisableBelowMinLodStripping )


code: void SetEnablePerPolyCollision ( bool bInEnablePerPolyCollision )


code: void SetFloorOffset ( float InFloorOffset )


code: void SetHasActiveClothingAssets ( const bool InbHasActiveClothingAssets )


code: void SetHasBeenSimplified ( bool bInHasBeenSimplified )


code: void SetHasCustomDefaultEditorCamera ( bool bInHasCustomDefaultEditorCamera )


code: void SetHasVertexColors ( bool InbHasVertexColors )


description: Set the original imported bounds of the skel mesh, will recalculate extended bounds

code: void SetImportedBounds ( const FBoxSphereBounds & InBounds )


description: Set the Versions of the geo and skinning data. We use those versions to answer to IsLODImportedDataBuildAvailable function.

code: void SetLODImportedDataVersions ( const int32 LODIndex, const ESkeletalMeshGeoImportVersions & InGeoImportVersion, const ESkeletalMeshSkinningImportVersions & InSkinningImportVersion )


code: void SetLODSettings ( [USkeletalMeshLODSettings](API\Runtime\Engine\Engine\USkeletalMeshLODSettings) * InLODSettings )


code: void SetMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & InMaterials )


code: void SetMaxNumOptionalLODs ( [FPerPlatformInt](API\Runtime\Engine\FPerPlatformInt) InMaxNumOptionalLODs )


code: void SetMaxNumStreamedLODs ( [FPerPlatformInt](API\Runtime\Engine\FPerPlatformInt) InMaxNumStreamedLODs )


code: void SetMeshClothingAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UClothingAssetBase](API\Runtime\ClothingSystemRuntimeInterface\UClothingAssetBase) * > & InMeshClothingAssets )


code: void SetMinLod ( [FPerPlatformInt](API\Runtime\Engine\FPerPlatformInt) InMinLod )


code: void SetMinLODForQualityLevels ( const [TMap](API\Runtime\Core\Containers\TMap)< EPerQualityLevels, int32 > & QualityLevelMinimumLODs, int32 Default )


code: void SetMinLodIdx ( int32 InMinLOD )


code: void SetMorphTargetIndexMap ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), int32 > & InMorphTargetIndexMap )


code: void SetMorphTargets ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * > & InMorphTargets )


description: Set bound extension values in the negative direction of XYZ, positive value increases bound size

code: void SetNegativeBoundsExtension ( const FVector & InExtension )


description: Change the default overlay material used by this mesh

code: void SetOverlayMaterial ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewOverlayMaterial )


code: void SetNodeMappingData ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UNodeMappingContainer](API\Runtime\Engine\Animation\UNodeMappingContainer) * > & InNodeMappingData )


description: Change the default overlay material max draw distance used by this mesh

code: void SetOverlayMaterialMaxDrawDistance ( float InMaxDrawDistance )


code: void SetOverrideLODStreamingSettings ( bool bInOverrideLODStreamingSettings )


code: void SetPhysicsAsset ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InPhysicsAsset )


description: Set bound extension values in the positive direction of XYZ, positive value increases bound size

code: void SetPositiveBoundsExtension ( const FVector & InExtension )


code: void SetPostEditChangeStackCounter ( int32 InPostEditChangeStackCounter )


code: void SetPostProcessAnimBlueprint ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > InPostProcessAnimBlueprint )


code: void SetPostProcessAnimBPLODThreshold ( int32 InPostProcessAnimBPLODThreshold )


code: void SetPreviewAttachedAssetContainer ( const [FPreviewAssetAttachContainer](API\Runtime\Engine\Animation\FPreviewAssetAttachContainer) & InPreviewAttachedAssetContainer )


code: void SetQualityLevelMinLod ( [FPerQualityLevelInt](API\Runtime\Engine\FPerQualityLevelInt) InMinLod )


code: void SetRayTracingMinLOD ( int32 InRayTracingMinLOD )


code: void SetRefBasesInvMatrix ( const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & InRefBasesInvMatrix )


code: void SetRefSkeleton ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InRefSkeleton )


code: void SetRequiresLODHysteresisConversion ( bool bInRequiresLODHysteresisConversion )


code: void SetRequiresLODScreenSizeConversion ( bool bInRequiresLODScreenSizeConversion )


description: Deprecated* Please do not use the retarget base pose. If you need a separate retarget pose, use the IK Retargeter or adjust the reference pose of the skeletal mesh.

code: void SetRetargetBasePose ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InRetargetBasePose )


code: void SetSamplingInfo ( const [FSkeletalMeshSamplingInfo](API\Runtime\Engine\Engine\FSkeletalMeshSamplingInfo) & InSamplingInfo )


code: void SetShadowPhysicsAsset ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InShadowPhysicsAsset )


code: virtual void SetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


code: virtual void SetSkinWeightProfilesData ( int32 LODIndex, [FSkinWeightProfilesData](API\Runtime\Engine\Animation\FSkinWeightProfilesData) & SkinWeightProfilesData )


code: void SetSupportLODStreaming ( [FPerPlatformBool](API\Runtime\Engine\FPerPlatformBool) bInSupportLODStreaming )


code: void SetSupportRayTracing ( bool InSupportRayTracing )


code: void SetThumbnailInfo ( [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * InThumbnailInfo )


code: void SetUseLegacyMeshDerivedDataKey ( const bool InUseLegacyMeshDerivedDataKey )


code: void SetVertexColorGuid ( [FGuid](API\Runtime\Core\Misc\FGuid) InVertexColorGuid )


code: bool ShouldEvaluatePostProcessAnimBP ( int32 LODLevel ) const


description: This function will increment the PostEditChange stack counter. It will return the stack counter value. (the value should be >= 1)

code: int32 StackPostEditChange()


description:
Loads mips from disk to memory. Only usable if the asset is streamable.
Whether any mips were resquested to be loaded.

code: virtual bool StreamIn ( int32 NewMipCount, bool bHighPrio )


description:
Unload some mips from memory. Only usable if the asset is streamable.
Whether any mips were requested to be unloaded.

code: virtual bool StreamOut ( int32 NewMipCount )


code: void UnregisterOnClothingChange ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & InHandle )


code: void UnregisterMorphTarget ( [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * MorphTarget )


description: This function will enforce valid material index in the sections and the LODMaterialMap of all LOD.

code: void ValidateAllLodMaterialIndexes()


description: This function will decrement the stack counter. It will return the stack counter value. (the value should be >= 0)

code: int32 UnStackPostEditChange()


description: Alters the bounds extension values to fit correctly into the current bounds (so negative values never extend the bounds etc.)

code: void ValidateBoundsExtension()


description: Warn if the platform supports the minimal number of per vertex bone weights

code: void ValidateBoneWeights ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description:
Makes sure all attached objects are valid and removes any that aren't.
NumberOfBrokenAssets

code: int32 ValidatePreviewAttachedObjects()


code: USkeletalMesh ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Do we want to create a negative version of this mesh

code: virtual bool WantsNegXTriMesh()


description: This is declared so we can useTUniquePtrwith just a forward declare of that class.

code: USkeletalMesh ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: USkeletalMesh

code: class USkeletalMesh : public [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData), public [INodeMappingProviderInterface](API\Runtime\Engine\Animation\INodeMappingProviderInterface)

AssetUserData

description: Array of user data stored with the asset

MinQualityLevelLOD

type: FPerQualityLeve...

OnMeshChanged

type: FOnMeshChanged

ReleaseResourcesFence

type: FRenderCommandF...

description: A fence which is used to keep track of the rendering thread releasing the static mesh resources.


description: Return the imported source LOD data, create one if there is nothing. Previous reference get by this function can be invalid if we have to add items

code: [FRawSkeletalMeshBulkData](API\Runtime\Engine\Rendering\FRawSkeletalMeshBulkData) & GetLODImportedData ( int32 LODIndex )


code: bool IsLODImportDataValid ( int32 LODIndex )


description: Raw skeletal mesh editor data

code: virtual void PostLoad()


code: bool RemoveLODImportedData ( int32 LODIndex )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: USkeletalMeshEditorData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USkeletalMeshEditorData

description: Contains the shared data that is used by all SkeletalMeshComponents (instances). SkeletalMeshEditorData is a container for non editable editor data. An example of data is the source import data that get updated only when we reimport an asset, but is needed if the asset need to be build. If the ddc key is uptodate the data do not have to be loaded

code: class USkeletalMeshEditorData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Returns the number of settings parsed from the ini file

code: int32 GetNumberOfSettings() const


description: Retrieves the Skeletal mesh LOD group settings for the given name

code: const [FSkeletalMeshLODGroupSettings](API\Runtime\Engine\Engine\FSkeletalMeshLODGroupSettings) & GetSettingsForLODLevel ( const int32 LODIndex ) const


description: Returns whether or not valid settings were retrieved from the ini file

code: const bool HasValidSettings() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Set this LOD Settings from InMesh->LODInfo return # of settings that are set. Return N for 0-(N-1).

code: int32 SetLODSettingsFromMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InMesh )


description: Set InMesh->LODInfo with this LOD Settings return # of settings that are set. Return N for 0-(N-1).

code: int32 SetLODSettingsToMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InMesh ) const


description: Set InMesh->LODInfo with this LOD Settings for LODIndex return true if succeed

code: bool SetLODSettingsToMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InMesh, int32 LODIndex ) const


className: USkeletalMeshLODSettings

code: class USkeletalMeshLODSettings : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

bOverrideLODStreamingSettings

description: Whether meshes in this group override default LOD streaming settings.

bSupportLODStreaming

type: FPerPlatformBoo...

description: Whether meshes in this group stream LODs by default

DisableBelowMinLodStripping

description: When true LODs below MinLod will not be stripped during cook.

LODGroups

type: TArray<FSkelet...

MaxNumOptionalLODs

type: FPerPlatformInt

MaxNumStreamedLODs

description: Default maximum number of streamed LODs for meshes in this group

MinLod

description: Minimum LOD to render. Can be overridden per mesh as well as set here for all mesh instances

MinQualityLevelLod

description: Minimum Quality Level LOD to render.


code: USkeletalMeshLODSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


description: Gets the settings container name for the settings, either Project or Editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetContainerName() const


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: UObjectinterface

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void SetSkeletalMeshReductionModuleName ( [FName](API\Runtime\Core\UObject\FName) InSkeletalMeshReductionModuleName )


code: USkeletalMeshSimplificationSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USkeletalMeshSimplificationSettings

description: Controls the selection of the system used to simplify skeletal meshes.

code: class USkeletalMeshSimplificationSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

SkeletalMeshReductionModuleName

type: FName

description: Mesh reduction plugin to use when simplifying skeletal meshes


description:
Utility to associate an actor with a socket
bool true if successful, false if not

code: bool AttachActor ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp ) const


description: Utility function to copy socket.

code: void CopyFrom ( const class [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * OtherSocket )


className: FSocketChangedEvent

description: Broadcasts a notification whenever the socket property has changed.

code: class FSocketChangedEvent : public TBaseMulticastDelegate_TwoParams< void, const class USkeletalMeshSocket *, const class FProperty * >


code: FVector GetSocketLocation ( const class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp ) const


description: Returns FTransform of Socket local transform


description: Utility that returns the current matrix for this socket. Returns false if socket was not valid (bone not found etc)

code: bool GetSocketMatrix ( FMatrix & OutMatrix, const class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp ) const


description:
Utility that returns the current matrix for this socket with an offset. Returns false if socket was not valid (bone not found etc)
bool true if successful, false if not

code: bool GetSocketMatrixWithOffset ( FMatrix & OutMatrix, class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FVector & InOffset, const FRotator & InRotation ) const


description:
Utility that returns the current position of this socket with an offset. Returns false if socket was not valid (bone not found etc)
bool true if successful, false if not

code: bool GetSocketPositionWithOffset ( FVector & OutPosition, class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FVector & InOffset, const FRotator & InRotation ) const


description: Utility that returns the current transform for this socket.

code: FTransform GetSocketTransform ( const class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp ) const


description: Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal

code: void InitializeSocketFromLocation ( const class [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector WorldLocation, FVector WorldNormal )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: USkeletalMeshSocket ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USkeletalMeshSocket

code: class USkeletalMeshSocket : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bForceAlwaysAnimated

type: bool

description: If true then the hierarchy of bones this socket is attached to will always be evaluated, even if it had previously been removed due to the current lod setting

RelativeLocation

type: FVector

RelativeRotation

type: FRotator

SocketName

description: Defines a named attachment location on theUSkeletalMesh.


description: Lock properties that should not be modified/accessed during async build.

code: void AcquireAsyncProperty ( uint64 AsyncProperties, ESkinnedAssetAsyncPropertyLockType LockType )


description: Initial step for the async task process - Can't be done in parallel.

code: virtual void BeginAsyncTaskInternal ( [FSkinnedAsyncTaskContext](API\Runtime\Engine\Engine\FSkinnedAsyncTaskContext) & Context )


description: Initial step for the building process - Can't be done in parallel.

code: virtual void BeginBuildInternal ( [FSkinnedAssetBuildContext](API\Runtime\Engine\Engine\FSkinnedAssetBuildContext) & Context )


code: virtual [FString](API\Runtime\Core\Containers\FString) BuildDerivedDataKey ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Build a LOD model before creating its render data.

code: virtual void BuildLODModel ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, int32 LODIndex )


description: Thread-safe part.

code: virtual void ExecuteAsyncTaskInternal ( [FSkinnedAsyncTaskContext](API\Runtime\Engine\Engine\FSkinnedAsyncTaskContext) & Context )


description: Thread-safe part.

code: virtual void ExecuteBuildInternal ( [FSkinnedAssetBuildContext](API\Runtime\Engine\Engine\FSkinnedAssetBuildContext) & Context )


description: Take the BoneSpaceTransforms array (translation vector, rotation quaternion and scale vector) and update the array of component-space bone transformation matrices (ComponentSpaceTransforms). It will work down hierarchy multiplying the component-space transform of the parent by the relative transform of the child. This code also applies any per-bone rotators etc. as part of the composition process

code: void FillComponentSpaceTransforms ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InBoneSpaceTransforms, const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InFillComponentSpaceTransformsRequiredBones, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutComponentSpaceTransforms ) const


description: Find a named MorphTarget from the morph targets

code: virtual [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * FindMorphTarget ( [FName](API\Runtime\Core\UObject\FName) MorphTargetName ) const


description: Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

code: virtual [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocket ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


description: Find a socket object and associated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also returns the socket transform and the bone index (if any)

code: virtual [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * FindSocketInfo ( [FName](API\Runtime\Core\UObject\FName) InSocketName, FTransform & OutTransform, int32 & OutBoneIndex, int32 & OutIndex ) const


description: Complete the async task process - Can't be done in parallel.

code: virtual void FinishAsyncTaskInternal ( [FSkinnedAsyncTaskContext](API\Runtime\Engine\Engine\FSkinnedAsyncTaskContext) & Context )


description: Complete the building process - Can't be done in parallel.

code: virtual void FinishBuildInternal ( [FSkinnedAssetBuildContext](API\Runtime\Engine\Engine\FSkinnedAssetBuildContext) & Context )


description: Returns the "active" socket list - all sockets from this mesh plus all non-duplicates from the skeleton Const ref return value as this cannot be modified externally

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< class [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * > GetActiveSocketList() const


code: virtual FBoxSphereBounds GetBounds() const


description: Return the component orientation of a bone or socket.

code: virtual FMatrix GetComposedRefPoseMatrix ( [FName](API\Runtime\Core\UObject\FName) InBoneName ) const


code: virtual FMatrix GetComposedRefPoseMatrix ( int32 InBoneIndex ) const


code: virtual [UMeshDeformer](API\Runtime\Engine\Animation\UMeshDeformer) * GetDefaultMeshDeformer() const


code: virtual int32 GetDefaultMinLod() const


description: This will return detail info about this specific object. (e.g. AudioComponent will return the name of the cue, ParticleSystemComponent will return the name of the ParticleSystem) The idea here is that in many places you have a component of interest but what you really want is some characteristic that you can use to track down where it came from.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDetailedInfoInternal() const


code: virtual const [FPerPlatformBool](API\Runtime\Engine\FPerPlatformBool) & GetDisableBelowMinLodStripping() const


description: Get whether this mesh should use LOD streaming for the given platform.

code: virtual bool GetEnableLODStreaming ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Return whether or not the mesh has vertex colors.

code: virtual bool GetHasVertexColors() const


description: Get the source mesh data.

code: virtual [FSkeletalMeshModel](API\Runtime\Engine\Rendering\FSkeletalMeshModel) * GetImportedModel() const


description: Return the LOD information for the specified LOD index.

code: virtual [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) * GetLODInfo ( int32 Index )


code: virtual const [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) * GetLODInfo ( int32 Index ) const


description: Return the whole array of LOD info.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) > & GetLODInfoArray()


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMeshLODInfo](API\Runtime\Engine\Engine\FSkeletalMeshLODInfo) > & GetLODInfoArray() const


description: Helper function for resource tracking, construct a string using the skinned asset's path name and LOD index .

code: static [FString](API\Runtime\Core\Containers\FString) GetLODPathName ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Mesh, int32 LODIndex )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & GetMaterials()


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & GetMaterials() const


code: virtual int32 GetMaxNumOptionalLODs ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: virtual const [FPerPlatformInt](API\Runtime\Engine\FPerPlatformInt) & GetMinLod() const


description: Get the maximum number of LODs that can be streamed.

code: virtual int32 GetMaxNumStreamedLODs ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: virtual int32 GetMinLodIdx ( bool bForceLowestLODIdx ) const


description: Return the morph targets.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) > > & GetMorphTargets()


description: Return the morph targets.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) > > & GetMorphTargets() const


description: Return the number of materials of this mesh.

code: virtual int32 GetNumMaterials() const


code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetOverlayMaterial() const


code: virtual float GetOverlayMaterialMaxDrawDistance() const


code: virtual [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * GetPhysicsAsset() const


code: virtual int32 GetPlatformMinLODIdx ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Return the minimum ray tracing LOD of this mesh.

code: virtual int32 GetRayTracingMinLOD() const


description: Return the reference skeleton precomputed bases.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & GetRefBasesInvMatrix()


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & GetRefBasesInvMatrix() const


description: Return the reference skeleton.

code: virtual [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetRefSkeleton()


description: Return the reference skeleton.

code: virtual const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetRefSkeleton() const


description: Get the data to use for rendering.

code: virtual [FSkeletalMeshRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshRenderData) * GetResourceForRendering() const


description: Return the physics asset whose shapes will be used for shadowing.

code: virtual [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * GetShadowPhysicsAsset() const


code: virtual [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton()


code: virtual const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const


description: Return whether ray tracing is supported on this mesh.

code: virtual bool GetSupportRayTracing() const


code: virtual bool GetUseLegacyMeshDerivedDataKey() const


description:
Returns the UV channel data for a given material index. Used by the texture streamer. This data applies to all lod-section using the same material.
the data, or null if none exists.

code: virtual const [FMeshUVChannelInfo](API\Runtime\Engine\FMeshUVChannelInfo) * GetUVChannelData ( int32 MaterialIndex ) const


description: Computes flags for building vertex buffers.

code: virtual ESkeletalMeshVertexFlags GetVertexBufferFlags() const


code: FPSOPrecacheVertexFactoryDataPerMaterialIndexList GetVertexFactoryTypesPerMaterialIndex ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * SkinnedMeshComponent, int32 MinLODIndex, bool bCPUSkin, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


description: Returns false if there is currently an async task running

code: virtual bool IsAsyncTaskComplete&40;&41; const


description: Return true if this asset was never build since its creation.

code: virtual bool IsInitialBuildDone() const


code: virtual bool IsMaterialUsed ( int32 MaterialIndex ) const


description: Check the QualitLevel property is enabled for MinLod.

code: virtual bool IsMinLodQualityLevelEnable() const


description: Return true if given index's LOD is valid

code: virtual bool IsValidLODIndex ( int32 Index ) const


description: Return if the material index is valid.

code: virtual bool IsValidMaterialIndex ( int32 Index ) const


description: True if this mesh LOD needs to keep it's data on CPU.USkinnedAssetinterface.

code: virtual bool NeedCPUData ( int32 LODIndex ) const


description: Handle some common preparation steps between async post load and async build


description: Release properties that should not be modified/accessed during async build.

code: void ReleaseAsyncProperty ( uint64 AsyncProperties, ESkinnedAssetAsyncPropertyLockType LockType )


code: virtual void SetSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


code: virtual void SetSkinWeightProfilesData ( int32 LODIndex, struct [FSkinWeightProfilesData](API\Runtime\Engine\Animation\FSkinWeightProfilesData) & SkinWeightProfilesData )


description: Try to cancel any pending async tasks. Returns true if there is no more async tasks pending, false otherwise.

code: virtual bool TryCancelAsyncTasks()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Update the material UV channel data used by the texture streamer.

code: void UpdateUVChannelData ( bool bResetOverrides )


code: USkinnedAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Wait for the asset to finish compilation to protect internal skinned asset data from race conditions during async build. A derived class may want to define its async properties as enums and cast them to uint64 when calling this function.

code: void WaitUntilAsyncPropertyReleasedInternal ( uint64 AsyncProperties, ESkinnedAssetAsyncPropertyLockType LockType ) const


className: USkinnedAsset

code: class USkinnedAsset : public [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset), public [IInterface_AsyncCompilation](API\Runtime\Engine\Interfaces\IInterface_AsyncCompilation)

AsyncTask

type: TUniquePtr<FSk...

description: Holds the pointer to an async task if one exists.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: USpecularProfile ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USpecularProfile

description: Specular profile asset, can be specified at a material. Don't change at runtime. All properties in here are per material.

code: class USpecularProfile : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Settings

type: FSpecularProfil...


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


description: Adds a new material and return its slot name

code: [FName](API\Runtime\Core\UObject\FName) AddMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Add a socket object in this StaticMesh.

code: void AddSocket ( [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * Socket )


description: SourceModels API.


description:
Adds an empty UV channel at the end of the existing channels on the given LOD of a StaticMesh.
true if a UV channel was added.

code: bool AddUVChannel ( int32 LODIndex )


description: Rebuilds renderable data for a batch of static meshes.

code: static void BatchBuild ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & InStaticMeshes, const [FBuildParameters](API\Runtime\Engine\Engine\UStaticMesh\FBuildParameters) & BuildParameters, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool([UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *)> InProgressCallback )


code: static void BatchBuild ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & InStaticMeshes, bool bInSilent, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool([UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *)> InProgressCallback, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > * OutErrors )


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: void BroadcastNavCollisionChange()


description: Rebuilds renderable data for this static mesh, automatically made async if enabled.

code: void Build ( const [FBuildParameters](API\Runtime\Engine\Engine\UStaticMesh\FBuildParameters) & BuildParameters )


code: void Build ( bool bInSilent, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > * OutErrors )


description: Builds a LOD resource from a MeshDescription

code: void BuildFromMeshDescription ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & MeshDescription, [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) & LODResources )


description: Builds static mesh render buffers from a list of MeshDescriptions, one per LOD.

code: bool BuildFromMeshDescriptions ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * > & MeshDescriptions, const [FBuildMeshDescriptionsParams](API\Runtime\Engine\Engine\UStaticMesh\FBuildMeshDescriptionsParams) & Params )


description: Builds static mesh LODs from the array of StaticMeshDescriptions passed in

code: void BuildFromStaticMeshDescriptions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMeshDescription](API\Runtime\StaticMeshDescription\UStaticMeshDescription) * > & StaticMeshDescriptions, bool bBuildSimpleCollision, bool bFastBuild )


description: Caches derived renderable data.

code: void CacheDerivedData()


code: virtual int32 CalcCumulativeLODSize ( int32 NumLODs ) const


description:
Called after load to determine if the object can be a cluster root
true if this object can be a cluster root

code: virtual bool CanBeClusterRoot() const


description: Calculates the extended bounds

code: void CalculateExtendedBounds()


description: Cancels any pending static mesh streaming actions if possible. Returns when no more async loading requests are in flight.


description: Returns true if LODs of this static mesh may share texture lightmaps.

code: bool CanLODsShareStaticLighting() const


description: Static: Processes the specified static mesh for light map UV problems

code: static void CheckLightMapUVs ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutAssetsWithMissingUVSets, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutAssetsWithBadUVSets, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutAssetsWithValidUVSets, bool bInVerbose )


description: Clear all cached cooked platform data


description: Clears cached cooked platform data for specific platform

code: virtual void ClearCachedCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Clears cached mesh descriptions for all LODs.

code: void ClearMeshDescriptions()


description: This will make a copy of any pending mesh description that hasn't been committed or will deserialize from the bulkdata or rawmesh directly if no current working copy exists.

code: bool CloneMeshDescription ( int32 LodIndex, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & OutMeshDescription ) const


code: bool CloneHiResMeshDescription ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & OutMeshDescription ) const


code: void CommitHiResMeshDescription ( const [FCommitMeshDescriptionParams](API\Runtime\Engine\Engine\UStaticMesh\FCommitMeshDescriptionParams) & Params )


description: Serialize the mesh description into its more optimized form.

code: void CommitMeshDescription ( int32 LodIndex, const [FCommitMeshDescriptionParams](API\Runtime\Engine\Engine\UStaticMesh\FCommitMeshDescriptionParams) & Params )


description:
Interface for checking if the implementing objects contains triangle mesh collision data
true if the implementing object contains triangle mesh data, false otherwise

code: virtual bool ContainsPhysicsTriMeshData ( bool InUseAllTriData ) const


description: Create BodySetup for this staticmesh

code: void CreateBodySetup()


code: [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * CreateHiResMeshDescription ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) MeshDescription )


description: Clears the cached mesh description for the given LOD. Note that this does not empty the bulk data.

code: void ClearMeshDescription ( int32 LodIndex )


code: [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * CreateMeshDescription ( int32 LodIndex )


code: [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * CreateMeshDescription ( int32 LodIndex, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) MeshDescription )


description: Calculates navigation collision for caching

code: void CreateNavCollision ( const bool bIsUpdate )


description: Create an empty StaticMeshDescription object, to describe a static mesh at runtime

code: static [UStaticMeshDescription](API\Runtime\StaticMeshDescription\UStaticMeshDescription) * CreateStaticMeshDescription ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: virtual bool DoesMipDataExist ( const int32 MipIndex ) const


description: Make sure the Lightmap UV point on a valid UVChannel

code: void EnforceLightmapRestrictions ( bool bUseRenderData )


className: FBuildMeshDescriptionsLODParams

code: struct FBuildMeshDescriptionsLODParams

bUseFullPrecisionUVs

description: If true, UVs will be stored at full floating point precision.

bUseHighPrecisionTangentBasis

description: If true, Tangents will be stored at 16 bit vs 8 bit precision.


className: FBuildMeshDescriptionsParams

description: Structure that defines parameters passed into the build mesh description function

code: struct FBuildMeshDescriptionsParams

bAllowCpuAccess

description: Ored with the value of bAllowCpuAccess on the static mesh. Set to false by default.

bBuildSimpleCollision

description: Builds simple collision as part of the building process. Set to false by default.

bCommitMeshDescription

description: Commits the MeshDescription as part of the building process. Set to true by default.

bFastBuild

description: Specifies that the mesh will be built by the fast path (mandatory in non-editor builds).

bMarkPackageDirty

description: If set to false, the caller can be from any thread but will have the responsibility to callMarkPackageDirty()from the main thread.

bUseHashAsGuid

description: Uses a hash as the GUID, useful to prevent recomputing content already in cache.

PerLODOverrides

type: TArray<FBuildM...

description: Extra optional LOD params. Overrides any previous settings from source model build settings.


className: FBuildParameters

description: Contains all the parameters required to build the mesh.

code: struct FBuildParameters

bInEnforceLightmapRestrictions

description: Whether to call EnforceLightmapRestrictions as part of the build process.

bInRebuildUVChannelData

description: Whether to completely rebuild the UV Channel data after the render data has been computed.

bInSilent

description: Required to work around a Clang bug.

OutErrors

type: TArray<FText>...

description: If provided, will contain the errors that occurred during this process.This will prevent async static mesh compilation because OutErrors could get out of scope.


description: Structure that defines parameters passed into the commit mesh description function

code: struct FCommitMeshDescriptionParams

bMarkPackageDirty

description: If set to false, the caller can be from any thread but will have the responsability to callMarkPackageDirty()from the main thread.


description: Find a socket object in this StaticMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

code: [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) * FindSocket ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


className: FOnExtendedBoundsChanged

description: Notification when bounds changed

code: typedef TMulticastDelegate_OneParam< void, const FBoxSphereBounds & > FOnExtendedBoundsChanged


description: Notification when anything changed

code: typedef TMulticastDelegate_NoParams< void > FOnMeshChanged


description: Get AssetImportData for the static mesh

code: [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData) * GetAssetImportData() const


description: Gathers a collection of asset registry tag metadata

code: virtual void GetAssetRegistryTagMetadata ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAssetRegistryTagMetadata](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTagMetadata) > & OutMetadata ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const