className: USkeletalMeshComponent

description: USkeletalMesh

code: class USkeletalMeshComponent : public [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider)

Aggregate

type: FPhysicsAggrega...

description: Physics-engine representation of aggregate which contains a physics asset instance with more than numbers of bodies.

AnimationData

type: FSingleAnimatio...

AnimationMode

type: TEnumAsByte<EA...

description: Whether to use Animation Blueprint or play Single Animation Asset.

AnimClass

type: TSubclassOf<UA...

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

AnimCurves

type: FBlendedHeapCur...

description: Temporary storage for curves

AnimScriptInstance

type: TObjectPtr<UAn...

description: The active animation graph program instance.

bAllowClothActors

type: uint8: 1

description: Toggles creation of cloth simulation.

bAnimTreeInitialised

description: If true, AnimTree has been initialised.

bBlendPhysics

description: Forces use of the physics bodies irrespective of whether they are simulated or using the physics blend weight

bClothingSimulationSuspended

description: Whether the clothing simulation is suspended (not the same as disabled, we no longer run the sim but keep the last valid sim data around)

bCollideWithAttachedChildren

description: Can't collide with part of attached children if total collision volumes exceed 16 capsules or 32 planes per convex

bCollideWithEnvironment

description: Can't collide with part of environment if total collision volumes exceed 16 capsules or 32 planes per convex

bDeferKinematicBoneUpdate

type: uint8:  1

description: OptimizationWhether animation and world transform updates are deferred.

bDisableClothSimulation

description: Disable cloth simulation and play original animation without simulation

bEnableLineCheckWithBounds

description: If true, line checks will test against the bounding box of this skeletal mesh component and return a hit if there is a collision.

bEnablePerPolyCollision

description: Uses skinned data for collision data.

bEnablePhysicsOnDedicatedServer

description: If true, simulate physics for this component on a dedicated server.

bForceCollisionUpdate

description: Forces the cloth simulation to constantly update its external collisions, at the expense of performance.

bForceRefpose

description: Misc If true, force the mesh into the reference pose - is an optimization.

bHasValidBodies

description: If true, there is at least one body in the current PhysicsAsset with a valid bone in the current SkeletalMesh

bIncludeComponentLocationIntoBounds

description: If true, the Location of this Component will be included into its bounds calculation (this can be useful when using SMU_OnlyTickPoseWhenRendered on a character that moves away from the root and no bones are left near the origin of the component)

bIsAutonomousTickPose

description: True if callingTickPose()from Autonomous networking updates.

bLocalSpaceKinematics

description: Temporary fix for local space kinematics.

bNoSkeletonUpdate

description: Skips Ticking and Bone Refresh.

bNotifySyncComponentToRBPhysics

description: If true,OnSyncComponentToRBPhysics()notify will be called

Bodies

type: TArray< struct ...

description: Array ofFBodyInstanceobjects, storing per-instance state about about each body.

BodySetup

description: Used for per poly collision.

bOldForceRefPose

description: If bForceRefPose was set last tick.

bOnlyAllowAutonomousTickPose

description: If trueTickPose()will not be called from the Component's TickComponent function.

bOverrideDefaultAnimatingRig

description: If true, DefaultAnimatingRigOverride will be used.

bPauseAnims

description: Pauses this component's animations (doesn't tick them, but still refreshes bones)

bPrevDisableClothSimulation

description: To save previous state

bPropagateCurvesToFollowers

description: If true, propagates calls to ApplyAnimationCurvesToComponent for follower components, only needed if follower components do not tick themselves

bRequiredBonesUpToDate

description: If false, indicates that on the next call to UpdateSkelPose the RequiredBones array should be recalculated.

bResetAfterTeleport

description: Reset the clothing after moving the clothing position (called teleport)

bShowPrePhysBones

description: Bool that enables debug drawing of the skeleton before it is passed to the physics.

bSimulationUpdatesChildTransforms

description: Indicates that simulation (if it's enabled) is entirely responsible for children transforms.

bSkipBoundsUpdateWhenInterpolating

description: Whether to skip bounds update when interpolating.

bSkipKinematicUpdateWhenInterpolating

description: Whether to skipUpdateKinematicBonesToAnim()when interpolating.

bUpdateAnimationInEditor

description: If true, this will Tick until disabled

bUpdateClothInEditor

description: If true, will play cloth in editor

bUpdateJointsFromAnimation

description: If we should pass joint position to joints each frame, so that they can be used by motorized joints to drive the ragdoll based on the animation.

bUpdateMeshWhenKinematic

description: If true, then the physics bodies will be used to drive the skeletal mesh even when they are kinematic (not simulating), otherwise the skeletal mesh will be driven by the animation input when the bodies are kinematic

bUpdateOverlapsOnAnimationFinalize

description: Controls whether blending in physics bones will refresh overlaps on this component, defaults to true but can be disabled in cases where we know anim->physics blending doesn't meaningfully change overlaps

bUseRefPoseOnInitAnim

description: On InitAnim should we set to ref pose (if false use first tick of animation data).

bWaitForParallelClothTask

description: Whether we should stall the Cloth tick task until the cloth simulation is complete.

CachedAnimCurveUidVersion

description: Cache AnimCurveUidVersion from Skeleton and this will be used to identify if it needs to be updated

ClothBlendWeight

description: Weight to blend between simulated results and key-framed positions if weight is 1.0, shows only cloth simulation results and 0.0 will show only skinned results

ClothingSimulationFactory

description: Class of the object responsible for

ClothTeleportMode

type: EClothingTelepo...

description: Whether we need to teleport cloth.

ClothTickFunction

type: FSkeletalMeshCo...

Constraints

description: Array ofFConstraintInstancestructs, storing per-instance state about each constraint.

CurrentSimulationData

type: TMap< int32,FC...

description: Simulation data written back to the component after the simulation has taken place.

DeferredKinematicUpdateIndex

description: Indicates that this SkeletalMeshComponent has deferred kinematic bone updates until next physics sim if not INDEX_NONE.

type: TArray< FBoneIn...

description: Temporary array of bone indices required to populate component space transforms

GlobalAnimRateScale

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

KinematicBonesUpdateType

type: TEnumAsByte<EK...

description: If we are running physics, should we update non-simulated bones based on the animation bone positions.

LineCheckBoundsScale

description: If bEnableLineCheckWithBounds is true, scale the bounds by this value before doing line check.

OnAnimInitialized

type: FOnAnimInitiali...

description: Broadcast when the components anim instance is initialized.

OnConstraintBroken

type: FConstraintBrok...

description: Notification when constraint is broken.

OnPlasticDeformation

type: FPlasticDeforma...

description: Notification when constraint plasticity drive target changes.

OnSkeletalMeshPropertyChanged

type: FOnSkeletalMesh...

PendingRadialForces

type: TArray<FPendin...

description: Array of physical interactions for the frame.

PhysicsTransformUpdateMode

type: TEnumAsByte<EP...

description: Whether physics simulation updates component transform.

PoseWatches

type: TArray<FAnimNo...

PostProcessAnimInstance

description: An instance created from the PostPhysicsBlueprint property of the skeletal mesh we're using, Runs after (and receives pose from) the main anim instance.

RagdollAggregateThreshold

description: Threshold for physics asset bodies above which we use an aggregate for broadphase collisions

RequiredBones

description: Temporary array of bone indices required this frame. Filled in by UpdateSkelPose.

RootBodyData

type: USkeletalMeshCo...

description: Indexof the 'Root Body', or top body in the asset hierarchy.

RootBoneTranslation

description: Offset of the root bone from the reference pose. Used to offset bounding box.

TransformToRoot

type: FTransform


description: Add a follower component to the FollowerPoseComponents array

module: Engine

code: virtual void AddFollowerPoseComponent ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * SkinnedMeshComponent )


description: Give a readable name for this component, including asset name if applicable

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) const * AdditionalStatObject() const


description: Deprecated* This method has been deprecated. Please use AddFollowerPoseComponent instead.

code: virtual void AddSlavePoseComponent ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * SkinnedMeshComponent )


code: void AddSocketOverride ( [FName](API\Runtime\Core\UObject\FName) SourceSocketName, [FName](API\Runtime\Core\UObject\FName) OverrideSocketName, bool bWarnHasOverrided )


description: Allocate Transform Data array including SpaceBases, BoneVisibilityStates

code: virtual bool AllocateTransformData()


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: Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy

code: virtual void BeginPlay()


description: Helpers allowing us to cache feature level

code: static void BindWorldDelegates()


description:
Tests if BoneName is child of (or equal to) ParentBoneName.
true if child (strictly, not same). false otherwise Note - will return false if ChildBoneIndex is the same as ParentBoneIndex ie. must be strictly a child.

code: bool BoneIsChildOf ( [FName](API\Runtime\Core\UObject\FName) BoneName, [FName](API\Runtime\Core\UObject\FName) ParentBoneName ) const


description: Caches the RefToLocal matrices.

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


description: Update Mesh Bound information based on input

code: FBoxSphereBounds CalcMeshBound ( const FVector3f & RootOffset, bool UsePhysicsAsset, const FTransform & Transform ) const


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Clear all externally registered morph target buffers.

code: void ClearExternalMorphSets ( int32 LOD )


description: This update renderer with new revision number twice so to clear bone velocity for motion blur or temporal AA

code: void ClearMotionVector()


description: Clear any applied ref pose override

code: virtual void ClearRefPoseOverride()


description: Clear any applied skin weight override

code: void ClearSkinWeightOverride ( int32 LODIndex )


description: Clear the Skin Weight Profile from this component, in case it is set

code: void ClearSkinWeightProfile()


description: Clear any applied vertex color override

code: void ClearVertexColorOverride ( int32 LODIndex )


description: Precache all PSOs which can be used by the component

code: virtual void CollectPSOPrecacheData ( const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & BasePrecachePSOParams, [FComponentPSOPrecacheParamsList](API\Runtime\Engine\Components\UPrimitiveComponent\FComponentPSOPrecacheParamsList) & OutParams )


description: Compute SkeletalMesh MinLOD that will be used by this component

code: int32 ComputeMinLOD() const


description: CPU evaluation of the positions of all vertices (returned in component space)

code: static void ComputeSkinnedPositions ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutPositions, [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & CachedRefToLocals, const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) & LODData, const [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & SkinWeightBuffer )


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


code: virtual void DeallocateTransformData()


description: Parallel Tick Pose In the case where we do not want to refresh bone transforms (and would therefore not normally kick off a parallel eval task) we perform this 'mini tick' that kicks off the task.

code: virtual void DispatchParallelTickPose ( [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * TickFunction )


description: Return true if socket with the given name exists

code: virtual bool DoesSocketExist ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


className: EBoneTransformUpdateMethod

code: enum EBoneTransformUpdateMethod { AnimationUpdate, ClearMotionVector, ForceMotionVector, }


description: Manually enable/disable animation evaluation rate limiting

code: void EnableExternalEvaluationRateLimiting ( bool bInEnable )


description: Enable non-URO-based interpolation

code: void EnableExternalInterpolation ( bool bInEnable )


description: Set whether we have our tick rate externally controlled non-URO-based interpolation

code: void EnableExternalTickRateControl ( bool bInEnable )


description: Finalize bone transform of this current tick After this function, any query to bone transform should be latest of the data

code: virtual void FinalizeBoneTransform()


description: Set us to tick this frame for non-URO-based interpolation

code: void EnableExternalUpdate ( bool bInEnable )


description:
Finds the closest bone to the given location
the name of the bone that was found, or 'None' if no bone was found

code: [FName](API\Runtime\Core\UObject\FName) FindClosestBone ( FVector TestLocation, FVector * BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset ) const


code: [FName](API\Runtime\Core\UObject\FName) FindClosestBone_K2 ( FVector TestLocation, FVector & BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset ) const


description:
Find a named MorphTarget from the current SkeletalMesh
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


description: Flip the editable space base buffer

code: void FlipEditableSpaceBases()


code: FMissingLeaderBoneCacheEntry &40; const FTransform & InRelativeTransform, int32 InCommonAncestorBoneIndex &41;


className: FMissingLeaderBoneCacheEntry

description: Cached relative transform for follower bones that are missing in the leader

code: struct FMissingLeaderBoneCacheEntry

CommonAncestorBoneIndex

description: The index of the earliest common ancestor of the leader mesh.

RelativeTransform

description: Relative transform of the missing bone's ref pose, based on the earliest common ancestor this will be equivalent to the component space transform of the bone had it existed in the leader.


description: Forcibly update the renderer with a new revision number to assign the current bone velocity for motion blur or temporal AA

code: void ForceMotionVector()


description: Get the currently active MeshDeformer. This may come from the SkeletalMesh default or the Component override.

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


code: const [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * GetBaseComponent() const


description:
Finds a vector pointing along the given axis of the given bone
the direction of the specified axis, or (0,0,0) if the specified bone was not found

code: FVector GetBoneAxis ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) Axis ) const


description: USkeletalMesh::GetBoneIndex.

code: int32 GetBoneIndex ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description:
Get Bone Location
Vector of the bone

code: FVector GetBoneLocation ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) Space ) const


description:
Get Bone Matrix from index
the matrix of the bone at the specified index

code: FMatrix GetBoneMatrix ( int32 BoneIndex ) const


description:
Get Bone Name from index
the name of the bone at the specified index

code: [FName](API\Runtime\Core\UObject\FName) GetBoneName ( int32 BoneIndex ) const


description: Fills the given array with the names of all the bones in this component's current SkeletalMesh

code: void GetBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


description:
Get Bone Rotation in Quaternion
Quaternion of the bone

code: FQuat GetBoneQuaternion ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) Space ) const


description:
Get Bone Transform from index
the transform of the bone at the specified index

code: FTransform GetBoneTransform ( int32 BoneIndex ) const


description:
Get world-space bone transform.
Bone transform in world space if bone is found. Otherwise it will return component's transform in world space.

code: FTransform GetBoneTransform ( [FName](API\Runtime\Core\UObject\FName) InBoneName, ERelativeTransformSpace TransformSpace ) const


description:
Get world space bone transform from bone index, also specifying the component transform to use
the transform of the bone at the specified index

code: FTransform GetBoneTransform ( int32 BoneIndex, const FTransform & LocalToWorld ) const


description: Access BoneVisibilityStates for reading

code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetBoneVisibilityStates() const


description: Access ComponentSpaceTransforms for reading

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


code: void GetCPUSkinnedCachedFinalVertices ( [TArray](API\Runtime\Core\Containers\TArray)< [FFinalSkinVertex](API\Runtime\Engine\FFinalSkinVertex) > & OutVertices ) const


description: Get CPU skinned vertices for the specified LOD level. Includes morph targets if they are enabled. Note: This function is very SLOW as it needs to flush the render thread.

code: void GetCPUSkinnedVertices ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FFinalSkinVertex](API\Runtime\Engine\FFinalSkinVertex) > & OutVertices, int32 InLODIndex ) const


description: Getter for bCPUSkinning member variable May return a different value fromShouldCPUSkin()

code: bool GetCPUSkinningEnabled() const


description: Return the skinning matrices used for rendering.

code: void GetCurrentRefToLocalMatrices ( [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & OutRefToLocals, int32 InLodIdx ) const


description: Return the name of the Skin Weight Profile that is currently set otherwise returns 'None'


description: Returns what the current sync LOD has bee set to

code: virtual int32 GetCurrentSyncLOD&40;&41; const


description: Get debug draw color

code: const [TOptional](API\Runtime\Core\IO\TOptional)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & GetDebugDrawColor() const


description: Get the default overlay material max draw distance

code: virtual float GetDefaultOverlayMaterialMaxDrawDistance() const


description: Get the default overlay material used by a mesh

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


description:
Get delta transform from reference pose based on BaseNode. This uses last frame up-to-date transform, so it will have a frame delay if you use this info in the AnimGraph
the delta transform from refpose in that given space (BaseName)

code: FTransform GetDeltaTransformFromRefPose ( [FName](API\Runtime\Core\UObject\FName) BoneName, [FName](API\Runtime\Core\UObject\FName) BaseName ) const


description: BEGIN ILODSyncComponent.

code: virtual int32 GetDesiredSyncLOD&40;&41; const


description: This function actually does the work for theGetDetailedInfo()and is virtual. It should only be called from GetDetailedInfo as GetDetailedInfo is safe to call on NULL object pointers

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


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetEditableBoneVisibilityStates() const


description: Get Access to the current editable bone visibility states

code: [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetEditableBoneVisibilityStates()


description: Get Access to the current editable space bases

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


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


description: Get the external morph sets for a given LOD.

code: const FExternalMorphSets & GetExternalMorphSets ( int32 LOD ) const


description: Get the array of external morph target sets. It is an array, one entry for each LOD.

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


description: Get the weights in read-only mode for a given external morph target set at a specific LOD.

code: const [FExternalMorphWeightData](API\Runtime\Engine\Components\FExternalMorphWeightData) & GetExternalMorphWeights ( int32 LOD ) const


description: Get the weights for a given external morph target set at a specific LOD.

code: [FExternalMorphWeightData](API\Runtime\Engine\Components\FExternalMorphWeightData) & GetExternalMorphWeights ( int32 LOD )


description: Get the external tick rate

code: uint8 GetExternalTickRate() const


description: Return current active list of follower components

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) > > & GetFollowerPoseComponents() const


description: Get ForcedLodModel of the mesh component. Note that the actual forced LOD level is the return value minus one and zero means no forced LOD

code: int32 GetForcedLOD() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetLeaderBoneMap() const


description:
Get the LOD Bias of this component
The LOD bias of this component. Derived classes can override this to ignore or override LOD bias settings.

code: virtual int32 GetLODBias() const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description: Deprecated* This method has been deprecated. Please use the GetLeaderBoneMap.

code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetMasterBoneMap() const


code: virtual int32 GetMaterialIndex ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName ) const


description: Return value of MaterialIndexPreview

code: int32 GetMaterialPreview() const


description:
Returns full material property path andUObjectowner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials
true if that was successfully resolved and component has material

code: virtual bool GetMaterialPropertyPath ( int32 ElementIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutOwner, [FString](API\Runtime\Core\Containers\FString) & OutPropertyPath, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetMaterialSlotNames() const


description: Get the material info for texture streaming. Return whether the data is valid or not.

code: virtual bool GetMaterialStreamingData ( int32 MaterialIndex, [FPrimitiveMaterialInfo](API\Runtime\Engine\Engine\FPrimitiveMaterialInfo) & MaterialData ) const


code: [UMeshDeformerInstance](API\Runtime\Engine\Animation\UMeshDeformerInstance) * GetMeshDeformerInstance() const


description: Max LOD at which to update or apply the MeshDeformer.

code: int32 GetMeshDeformerMaxLOD() const


description: Returns the number of bones in the skeleton.

code: int32 GetNumBones() const


description: Get current number of component space transorms


description: Get the number of LODs on this component

code: int32 GetNumLODs() const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Returns number of LODs

code: virtual int32 GetNumSyncLODs&40;&41; const


description:
Get Parent Bone of the input bone
the name of the parent bone for the specified bone. Returns 'None' if the bone does not exist or it is the root bone

code: [FName](API\Runtime\Core\UObject\FName) GetParentBone ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Get predicted LOD level. This value is usually calculated in UpdateLODStatus, but can be modified by skeletal mesh streaming.

code: int32 GetPredictedLODLevel() const


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


description: Get the pre-skinning local space bounds for this component.

code: void GetPreSkinnedLocalBounds ( FBoxSphereBounds & OutBounds ) const


description: Const getters for previous transform idea

code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetPreviousBoneVisibilityStates() const


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


description: Accessor for RefPoseOverride

code: virtual const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSkelMeshRefPoseOverride](API\Runtime\Engine\FSkelMeshRefPoseOverride) > & GetRefPoseOverride() const


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

code: FVector GetRefPosePosition ( int32 BoneIndex ) const


description:
Gets the local-space transform of a bone in the reference pose.
Local space reference transform

code: FTransform GetRefPoseTransform ( int32 BoneIndex ) 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: Return value of SectionIndexPreview

code: int32 GetSectionPreview() const


description: Return value of SelectedEditorMaterial

code: int32 GetSelectedEditorMaterial() const


description: Return value of SelectedEditorSection

code: int32 GetSelectedEditorSection() const


description:
Get the SkeletalMesh rendered for this mesh. This function is not technically deprecated but shouldn't be used other than for Blueprint backward compatibility purposes. It is used to access the correct SkinnedAsset pointer value through the deprecated SkeletalMesh property in blueprints.
the SkeletalMesh set to this mesh.

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh_DEPRECATED() const


description: Gets the skeletal mesh resource used for rendering the component.

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


description:
Get the SkinnedAsset rendered for this mesh.
the SkinnedAsset set to this mesh.

code: [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * GetSkinnedAsset() const


description: Simple, CPU evaluation of a vertex's skinned position (returned in component space)

code: static FVector3f GetSkinnedVertexPosition ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * Component, int32 VertexIndex, const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) & LODDatal, [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & SkinWeightBuffer )


code: static FVector3f GetSkinnedVertexPosition ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * Component, int32 VertexIndex, const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) & LODData, [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & SkinWeightBuffer, [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & CachedRefToLocals )


description: Returns skin weight vertex buffer to use for specific LOD (will look at override)

code: [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * GetSkinWeightBuffer ( int32 LODIndex ) const


description: Deprecated* This method has been deprecated. Please use GetFollowerPoseComponents instead.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) > > & GetSlavePoseComponents() const


description:
Returns bone name linked to a given named socket on the skeletal mesh component. If you're unsure to deal with sockets or bones names, you can use this function to filter through, and always return the bone name.
bone name

code: [FName](API\Runtime\Core\UObject\FName) GetSocketBoneName ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


description: SkeletalMeshSocket of named socket on the skeletal mesh component, or NULL if not found.

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


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


description:
Get world-space socket transform.
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

code: virtual FTransform GetSocketTransform ( [FName](API\Runtime\Core\UObject\FName) InSocketName, ERelativeTransformSpace TransformSpace ) const


description: Enumerates the streaming textures/meshes used by the primitive.

code: virtual void GetStreamingRenderAssetInfo ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


code: virtual float GetStreamingScale() const


description:
First this function gets rotation of current, and rotation of ref pose in local space, and And gets twist/swing angle value from refpose aligned.
true if succeed. False otherwise. Often due to incorrect bone name.

code: bool GetTwistAndSwingAngleOfDeltaRotationFromRefPose ( [FName](API\Runtime\Core\UObject\FName) BoneName, float & OutTwistAngle, float & OutSwingAngle ) const


description: Override this function to pass on cloth simulation data (or any deformable using the cloth pipeline) to the skeletal renderer.

code: virtual void GetUpdateClothSimulationData_AnyThread ( [TMap](API\Runtime\Core\Containers\TMap)< int32, [FClothSimulData](API\Runtime\ClothingSystemRuntimeInterface\FClothSimulData) > & OutClothSimulData, FMatrix & OutLocalToWorld, float & OutClothBlendWeight )


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Returns color of the vertex.

code: [FColor](API\Runtime\Core\Math\FColor) GetVertexColor ( int32 VertexIndex ) const


description: Deprecated*GetVertexOffsetUsage()has been deprecated. Support will be dropped in the future.

code: int32 GetVertexOffsetUsage ( int32 LODIndex ) const


description: Returns texture coordinates of the vertex.

code: FVector2D GetVertexUV ( int32 VertexIndex, uint32 UVChannel ) const


code: static void HandleFeatureLevelChanged ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InWorld )


code: static void HandlePostWorldCreation ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Returns true if this component has any sockets

code: virtual bool HasAnySockets() const


description: Do we have a given set of external morph targets?

code: bool HasExternalMorphSet ( int32 LOD, int32 ID ) const


description: Hides the specified bone. You can also set option for physics body.

code: virtual void HideBone ( int32 BoneIndex, EPhysBodyOp PhysBodyOption )


description: Hides the specified bone with name. Currently this just enforces a scale of 0 for the hidden bones. Compared to HideBoneByIndex- This keeps track of list of bones and update when LOD changes

code: void HideBoneByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, EPhysBodyOp PhysBodyOption )


description: Initialize the LOD entries for the component

code: void InitLODInfos()


description: Invalidate Cached Bounds, when Mesh Component has been updated.

code: void InvalidateCachedBounds()


description:
Determines if the specified bone is hidden.
true if hidden

code: bool IsBoneHidden ( int32 BoneIndex ) const


code: bool IsBoneHiddenByName ( [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Returns whether this component is still being compiled or dependent on other objects being compiled.

code: virtual bool IsCompiling() const


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

code: bool IsMaterialSectionShown ( int32 MaterialID, int32 LODIndex )


code: virtual bool IsPlayingNetworkedRootMotionMontage() const


code: virtual bool IsMaterialSlotNameValid ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName ) const


code: virtual bool IsPlayingRootMotionFromEverything() const


code: virtual bool IsPlayingRootMotion() const


code: bool IsSkinCacheAllowed ( int32 LodIdx ) const


description: Check whether or not a Skin Weight Profile is currently pending load / create

code: bool IsSkinWeightProfilePending() const


description: Check whether we should be interpolating due to external settings


description: Check whether we we have our tick rate externally controlled


description: Check whether or not a Skin Weight Profile is currently set

code: bool IsUsingSkinWeightProfile() const


description: Check whether a given LOD index is valid for the external morph sets.

code: bool IsValidExternalMorphSetLODIndex ( int32 LOD ) const


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Function to operate on mesh object after its created, but before it's attached.

code: virtual void PostInitMeshObject ( class [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * )


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

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


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: Get a list of sockets this component contains

code: virtual void QuerySupportedSockets ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentSocketDescription](API\Runtime\Engine\Engine\FComponentSocketDescription) > & OutSockets ) const


description: Rebuild BoneVisibilityStates array. Mostly refresh information of bones for BVS_HiddenByParent

code: void RebuildVisibilityArray()


description: Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.)

code: virtual void RefreshBoneTransforms ( [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * TickFunction )


description: Refresh the external morph target weight buffers. This makes sure the amount of morph sets and number of weights are valid.

code: void RefreshExternalMorphTargetWeights ( bool bZeroOldWeights )


description: Deprecated* This method has been deprecated. Please use RefreshFollowerComponents instead.

code: void RefreshSlaveComponents()


description: This isn't necessary in any other case except in editor where you need to mark them as dirty for rendering

code: void RefreshFollowerComponents()


description: Recreates update rate params and internal tracker data

code: void RefreshUpdateRateParams()


description: Register a one-time callback that will be called when criteria met

code: virtual void RegisterLODStreamingCallback ( FLODStreamingCallback && Callback, int32 LODIdx, float TimeoutSecs, bool bOnStreamIn )


description: Register a one-time callback that will be called when streaming starts or ends.

code: virtual void RegisterLODStreamingCallback ( FLODStreamingCallback && CallbackStreamingStart, FLODStreamingCallback && CallbackStreamingDone, float TimeoutStartSecs, float TimeoutDoneSecs )


description: Release any rendering resources owned by this component

code: void ReleaseResources()


description: Removes update rate params and internal tracker data

code: void ReleaseUpdateRateParams()


description: Remove a given set of external GPU based morph targets.

code: void RemoveExternalMorphSet ( int32 LOD, int32 ID )


description: Remove a follower component from the FollowerPoseComponents array

code: virtual void RemoveFollowerPoseComponent ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * SkinnedMeshComponent )


description: Deprecated* This method has been deprecated. Please use RemoveFollowerPoseComponent instead.

code: virtual void RemoveSlavePoseComponent ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * SkinnedMeshComponent )


code: void RemoveSocketOverrides ( [FName](API\Runtime\Core\UObject\FName) SourceSocketName )


description: Return true if this component requires end of frame recreates to happen from the game thread.

code: virtual bool RequiresGameThreadEndOfFrameRecreate() const


description: Resize the morph target sets array to the number of LODs.

code: void ResizeExternalMorphTargetSets()


description: Called to send dynamic data for this component to the rendering thread


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 SetCapsuleIndirectShadowMinVisibility ( float NewValue )


code: void SetCastCapsuleDirectShadow ( bool bNewValue )


code: void SetCastCapsuleIndirectShadow ( bool bNewValue )


code: void SetComponentSpaceTransformsDoubleBuffering ( bool bInDoubleBufferedComponentSpaceTransforms )


description: Set whether this component uses CPU skinning Notes:

code: void SetCPUSkinningEnabled ( bool bEnable, bool bRecreateRenderStateImmediately )


description: Set debug draw color

code: void SetDebugDrawColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Set whether to draw this mesh's debug skeleton

code: void SetDrawDebugSkeleton ( bool bInDraw )


description: Set non-URO-based delta time

code: void SetExternalDeltaTime ( float InDeltaTime )


description: Set non-URO-based interpolation alpha

code: void SetExternalInterpolationAlpha ( float InAlpha )


description: Set ForcedLodModel of the mesh component

code: void SetForcedLOD ( int32 InNewForcedLOD )


description: Set the external tick rate

code: void SetExternalTickRate ( uint8 InTickRate )


description: Sets the value of the bForceWireframe flag and reattaches the component as necessary.

code: void SetForceWireframe ( bool InForceWireframe )


code: void SetForceUpdateDynamicDataImmediately ( bool bForceUpdateImmediately )


description: Set LeaderPoseComponent for this component

code: void SetLeaderPoseComponent ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * NewLeaderBoneComponent, bool bForceUpdate, bool bInFollowerShouldTickPose )


description: Deprecated* This method has been deprecated. Please use SetLeaderPoseComponent instead.

code: void SetMasterPoseComponent ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * NewMasterBoneComponent, bool bForceUpdate )


description: Sets the value of the MaterialIndexPreview option.

code: void SetMaterialPreview ( int32 InMaterialIndexPreview )


description: Change the MeshDeformer that is used for this Component.

code: void SetMeshDeformer ( [UMeshDeformer](API\Runtime\Engine\Animation\UMeshDeformer) * InMeshDeformer )


description: Set the MeshDeformer and update the internal MeshDeformerInstance.

code: void SetMeshDeformer ( bool bInSetMeshDeformer, [UMeshDeformer](API\Runtime\Engine\Animation\UMeshDeformer) * InMeshDeformer )


description: Set MinLodModel of the mesh component

code: void SetMinLOD ( int32 InNewMinLOD )


description: Override the Physics Asset of the mesh. It uses SkeletalMesh.PhysicsAsset, but if you'd like to override use this function

code: virtual void SetPhysicsAsset ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * NewPhysicsAsset, bool bForceReInit )


description: Deprecated*SetPostSkinningOffsets()has been deprecated. Support will be dropped in the future.

code: void SetPostSkinningOffsets ( int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< FVector > Offsets )


description: Set predicted LOD level.

code: virtual void SetPredictedLODLevel ( int32 InPredictedLODLevel )


description: Deprecated*SetPreSkinningOffsets()has been deprecated. Support will be dropped in the future.

code: void SetPreSkinningOffsets ( int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< FVector > Offsets )


description: Apply an override for the current mesh ref pose

code: virtual void SetRefPoseOverride ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & NewRefPoseTransforms )


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

code: void SetRenderStatic ( bool bNewValue )


description: Sets the value of the SectionIndexPreview option.

code: void SetSectionPreview ( int32 InSectionIndexPreview )


description: Sets the value of the SelectedEditorMaterial option.

code: void SetSelectedEditorMaterial ( int32 NewSelectedEditorMaterial )


description: Sets the value of the SelectedEditorSection option.

code: void SetSelectedEditorSection ( int32 NewSelectedEditorSection )


description: Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc.

code: virtual void SetSkeletalMesh ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewMesh, bool bReinitPose )


description: Deprecated* UseUSkeletalMeshComponent::SetSkinnedAssetAndUpdate()instead.

code: void SetSkeletalMesh_DEPRECATED ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewMesh )


description: Change the SkinnedAsset that is rendered without reinitializing this Component.

code: void SetSkinnedAsset ( class [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


description: Change the SkinnedAsset that is rendered for this Component. Will re-initialize the animation tree etc.

code: virtual void SetSkinnedAssetAndUpdate ( class [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * NewMesh, bool bReinitPose )


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

code: void SetSkinWeightOverride ( int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [FSkelMeshSkinWeightInfo](API\Runtime\Engine\Components\FSkelMeshSkinWeightInfo) > & SkinWeights )


description: Setup an override Skin Weight Profile for this component

code: bool SetSkinWeightProfile ( [FName](API\Runtime\Core\UObject\FName) InProfileName )


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

code: void SetVertexColorOverride_LinearColor ( int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & VertexColors )


description: Allow override of vertex colors on a per-component basis.

code: void SetVertexColorOverride ( int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & VertexColors )


description: Deprecated*SetVertexOffsetUsage()has been deprecated. Support will be dropped in the future.

code: void SetVertexOffsetUsage ( int32 LODIndex, int32 Usage )


description:
Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools
true if should CPU skin. false otherwise

code: virtual bool ShouldCPUSkin()


description: Get whether to draw this mesh's debug skeleton

code: bool ShouldDrawDebugSkeleton() const


code: virtual bool ShouldTickPose() const


code: virtual bool ShouldUpdateTransform ( bool bLODHasChanged ) const


description: Clear any material visibility modifications made by ShowMaterialSection

code: void ShowAllMaterialSections ( int32 LODIndex )


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

code: void ShowMaterialSection ( int32 MaterialID, int32 SectionIndex, bool bShow, int32 LODIndex )


description: Sets what is synced LOD by 0 based index

code: virtual void SetSyncLOD &40; int32 LODIndex &41;


description: Return true if it needs update. Return false if not

code: bool ShouldUpdateBoneVisibility() const


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


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

code: void TransformFromBoneSpace ( [FName](API\Runtime\Core\UObject\FName) BoneName, FVector InPosition, FRotator InRotation, FVector & OutPosition, FRotator & OutRotation )


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

code: void TransformToBoneSpace ( [FName](API\Runtime\Core\UObject\FName) BoneName, FVector InPosition, FRotator InRotation, FVector & OutPosition, FRotator & OutRotation ) const


description:
Tick Pose, this function ticks and do whatever it needs to do in this frame, should be called before RefreshBoneTransforms
Return true if anything modified. Return false otherwise

code: virtual void TickPose ( float DeltaTime, bool bNeedsValidRootMotion )


description: Unhides the specified bone.

code: virtual void UnHideBone ( int32 BoneIndex )


description: UnHide the specified bone with name. Currently this just enforces a scale of 0 for the hidden bones. Compared to HideBoneByIndex- This keeps track of list of bones and update when LOD changes

code: void UnHideBoneByName ( [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Unload a Skin Weight Profile's skin weight buffer (if created)

code: void UnloadSkinWeightProfile ( [FName](API\Runtime\Core\UObject\FName) InProfileName )


description: Unset any MeshDeformer applied to this Component.

code: void UnsetMeshDeformer()


description: Update the Bounds of the component.

code: virtual void UpdateBounds()


description: Update Follower Component. This gets called when LeaderPoseComponent!=NULL

code: virtual void UpdateFollowerComponent()


description: Update LeaderBoneMap for LeaderPoseComponent and this component

code: void UpdateLeaderBoneMap()


description:
Update the PredictedLODLevel and MaxDistanceFactor in the component from its MeshObject.
true if LOD has been changed. false otherwise.

code: virtual bool UpdateLODStatus()


description: Helper function for UpdateLODStatus, called with a valid index for InLeaderPoseComponentPredictedLODLevel when updating LOD status for follower components

code: bool UpdateLODStatus_Internal ( int32 InLeaderPoseComponentPredictedLODLevel, bool bRequestedByLeaderPoseComponent )


description: Deprecated* This method has been deprecated. Please use UpdateLeaderBoneMap instead.

code: void UpdateMasterBoneMap()


description: Checks/updates material usage on proxy based on current morph target usage

code: void UpdateMorphMaterialUsageOnProxy()


description:
Queries world and updates overlap tracking state for this component.
True if we can skip calling this in the future (i.e. no useful work is being done.)

code: virtual bool UpdateOverlapsImpl ( const TOverlapArrayView * NewPendingOverlaps, bool bDoNotifies, const TOverlapArrayView * OverlapsAtEndLocation )


description: Queues an update of the Skin Weight Buffer used by the current MeshObject

code: void UpdateSkinWeightOverrideBuffer()


description: Deprecated* This method has been deprecated. Please use UpdateFollowerComponent instead.

code: virtual void UpdateSlaveComponent()


code: virtual void UpdateVisualizeLODString ( [FString](API\Runtime\Core\Containers\FString) & DebugString )


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


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


className: USkinnedMeshComponent

description: USkeletalMeshComponent

code: class USkinnedMeshComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent), public [ILODSyncInterface](API\Runtime\Engine\ILODSyncInterface)

ActiveMorphTargets

type: FMorphTargetWei...

description: Array indicating all active morph targets.

AnimUpdateRateParams

type: FAnimUpdateRate...

description: Animation Update Rate optimization parameters.

bBoneVisibilityDirty

type: uint8: 1

description: Whether we have updated bone visibility this tick

bCachedLocalBoundsUpToDate

description: True when CachedLocalBounds is up to date.

bCanHighlightSelectedSections

description: Whether or not we can highlight selected sections - this should really only be done in the editor

bCastCapsuleDirectShadow

description: Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for direct shadowing from lights.

bCastCapsuleIndirectShadow

description: Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight).

bComponentUseFixedSkelBounds

description: Misc.When true, skip using the physics asset etc.

bConsiderAllBodiesForBounds

description: If true, when updating bounds from a PhysicsAsset, considerallBodySetups, not just those flagged with bConsiderForBounds.

bDisableMorphTarget

description: Disable Morphtarget for this component.

bDisplayDebugUpdateRateOptimizations

description: Enable on screen debugging of update rate optimization.

bDoubleBufferedComponentSpaceTransforms

description: Are we using double buffered ComponentSpaceTransforms

bEnableUpdateRateOptimizations

description: Update Rate.

bExternalEvaluationRateLimited

description: External flag indicating that we may not be evaluated every frame

bExternalInterpolate

description: Non URO-based interpolation flag

bExternalTickRateControlled

description: Whether we are externally controlling tick rate

bExternalUpdate

description: Non URO-based update flag

bFollowerShouldTickPose

description: If false, Follower components ShouldTickPose function will return false (default)

bForceWireframe

description: Forces the mesh to draw in wireframe mode.

bHasValidBoneTransform

description: Used to cache previous bone transform or not

bHideSkin

description: Don't bother rendering the skin.

bIgnoreLeaderPoseComponentLOD

description: Flag that when set will ensure UpdateLODStatus will not take the LeaderPoseComponent's current LOD in consideration when determining the correct LOD level (this requires LeaderPoseComponent's LOD to always be >= determined LOD otherwise bone transforms could be missing

bMipLevelCallbackRegistered

description: Whether mip callbacks have been registered and need to be removed on destroy

bNeedToFlipSpaceBaseBuffers

description: Track whether we still need to flip to recently modified buffer

BoneVisibilityStates

type: TArray< uint8 >...

description: Array of bone visibilities (containing one of the values in EBoneVisibilityStatus for each bone).

bOverrideMinLod

description: Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the mesh

bPerBoneMotionBlur

description: If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance).

bRecentlyRendered

description: True if mesh has been recently rendered, false otherwise

bRenderStatic

description: If true, render as static in reference pose.

bSetMeshDeformer

type: bool

description: If true, MeshDeformer will be used. If false, use the default mesh deformer on the SkeletalMesh.

bSkinWeightProfilePending

description: Whether or not a Skin Weight profile is currently pending load and creation for this component

bSkinWeightProfileSet

description: Whether or not a Skin Weight profile is currently set for this component

bSyncAttachParentLOD

description: If true, this component uses its parents LOD when attached if available ForcedLOD can override this change.

bUseBoundsFromLeaderPoseComponent

description: When true, we will just using the bounds from our LeaderPoseComponent.

CachedSceneFeatureLevel

type: ERHIFeatureLeve...

description: Cache the scene feature level

CachedWorldOrLocalSpaceBounds

type: FBoxSphereBound...

description: Bounds cached, so they're computed just once, either in local or worldspace depending on cvar 'a.CacheLocalSpaceBounds'.

CachedWorldToLocalTransform

type: FMatrix

CapsuleIndirectShadowMinVisibility

type: float

description: Controls how dark the capsule indirect shadow can be.

CurrentBoneTransformRevisionNumber

description: Current bone transform revision number

CurrentEditableComponentTransforms

description: The index for the ComponentSpaceTransforms buffer we can currently write to

CurrentReadComponentTransforms

description: The index for the ComponentSpaceTransforms buffer we can currently read from

CurrentSkinWeightProfileName

type: FName

description: Name of currently set up Skin Weight profile, otherwise is 'none'

DebugDrawColor

type: TOptional<FLin...

description: Debug draw color

ExternalDeltaTime

description: Non-URO-based delta time used to tick the pose

ExternalInterpolationAlpha

description: Non-URO-based interpolation alpha

ExternalMorphSets

type: TArray< FExtern...

description: External GPU based morph target buffers, for each LOD.

ExternalMorphWeightData

type: TArray<FExtern...

description: The external morph target set weight data, for each LOD.

ExternalTickRate

description: Record of the tick rate we are using when externally controlled

FollowerPoseComponents

type: TArray<TWeakOb...

description: If set, this component has follower pose components that are associated with this Note this is weak object ptr, so it will go away unless you have other strong reference

LastStreamerUpdateBoundsRadius

description: The bounds radius at the point we last notified the streamer of a bounds radius change

LeaderBoneMap

type: TArray< int32 >

description: Mapping between bone indices in this component and the parent one.

LeaderBoneMapCacheCount

description: Incremented every time the leader bone map changes.

LeaderPoseComponent

type: TWeakObjectPtr<...

description: LeaderPoseComponent.

LODInfo

description: LOD array info. Each index will correspond to the LOD index

MaxDistanceFactor

description: High (best) DistanceFactor that was desired for rendering thisUSkeletalMeshlast frame.

MeshDeformer

type: TObjectPtr<UMe...

description: The mesh deformer to use.

MeshDeformerInstance

description: Object containing state for the bound MeshDeformer.

MeshDeformerInstanceSettings

description: Object containing instance settings for the bound MeshDeformer.

MeshObject

type: FSkeletalMeshOb...

description: Object responsible for sending bone transforms, morph target state etc. to render thread.

MeshObjectFactory

description: Supports user-defined FSkeletalMeshObjects

MeshObjectFactoryUserData

type: void *

description: Passed into MeshObjectFactory

MinLodModel

description: This is the min LOD that this component will use.

MissingLeaderBoneMap

type: TMap< int32,FM...

description: Map of missing bone indices->transforms so that calls toGetBoneTransform()succeed when bones are not present in a leader mesh when using leader-pose.

MorphTargetWeights

type: TArray< float >

description: Array of weights for all morph targets.

OnAnimUpdateRateParamsCreated

type: FOnAnimUpdateRa...

description: Animation update rate control.

OnTickPose

type: FOnTickPose

description: Invoked at the beginning of TickPose before doing the bulk of the tick work

PhysicsAssetOverride

type: TObjectPtr< cla...

description: Physics. PhysicsAsset is set in SkeletalMesh by default, but you can override with this value

PreviousBoneVisibilityStates

type: TArray< uint8 >

PreviousComponentSpaceTransformsArray

type: TArray< FTransf...

description: Array of previous bone transforms Note these are only used if we are NOT double-buffering bone transforms

RefPoseOverride

type: TSharedPtr<FSk...

description: Information for current ref pose override, if present

SkinCacheUsage

type: TArray< ESkinCa...

description: How this Component's LOD uses the skin cache feature.

SocketOverrideLookup

type: TSortedMap<FNa...

description: Mapping for socket overrides, key is the Source socket name and the value is the override socket name

StreamingDistanceMultiplier

description: Allows adjusting the desired streaming distance of streaming textures that uses UV 0.

VisibilityBasedAnimTickOption

type: EVisibilityBase...

description: This is tick animation frequency option based on this component rendered or not or using montage You can change this default value in the INI file Mostly related with performance


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetAtmosphereTransmitanceOnGroundAtPlanetTop ( [UDirectionalLightComponent](API\Runtime\Engine\Components\UDirectionalLightComponent) * DirectionalLight )


code: FVector GetOverridenAtmosphereLightDirection ( int32 AtmosphereLightIndex )


code: void GetOverrideLightStatus ( bool * OverrideAtmosphericLight, FVector * OverrideAtmosphericLightDirection ) const


code: bool IsAtmosphereLightDirectionOverriden ( int32 AtmosphereLightIndex )


code: void OverrideAtmosphereLightDirection ( int32 AtmosphereLightIndex, const FVector & LightDirection )


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

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


code: void ResetAtmosphereLightDirectionOverride ( int32 AtmosphereLightIndex )


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 SetAerialPespectiveViewDistanceScale ( float NewValue )


code: void SetAtmosphereHeight ( float NewValue )


code: void SetBottomRadius ( float NewValue )


code: void SetGroundAlbedo ( const [FColor](API\Runtime\Core\Math\FColor) & NewValue )


code: void SetMieAbsorption ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewValue )


code: void SetHeightFogContribution ( float NewValue )


code: void SetMieAbsorptionScale ( float NewValue )


code: void SetMieExponentialDistribution ( float NewValue )


code: void SetMieAnisotropy ( float NewValue )


code: void SetMieScatteringScale ( float NewValue )


code: void SetMieScattering ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewValue )


code: void SetMultiScatteringFactor ( float NewValue )


code: void SetOtherAbsorption ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewValue )


description: This is used to position the SkyAtmosphere similarly to the deprecated AtmosphericFog component.


code: void SetOtherAbsorptionScale ( float NewValue )


code: void SetRayleighExponentialDistribution ( float NewValue )


code: void SetRayleighScattering ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewValue )


code: void SetRayleighScatteringScale ( float NewValue )


code: void SetSkyLuminanceFactor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewValue )


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


className: USkyAtmosphereComponent

code: class USkyAtmosphereComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

AerialPerspectiveStartDepth

type: float

description: The distance (kilometers) at which we start evaluating the aerial perspective.

AerialPespectiveViewDistanceScale

description: Makes the aerial perspective look thicker by scaling distances from view to surfaces (opaque and translucent).

AtmosphereHeight

description: The height of the atmosphere layer above the ground in kilometers.

bIsAtmosphericFog

type: bool

description: When true, this means that this SkyAtmosphere is use as replacement for the deprecated AtmosphericFogComponent as a parent class.

BottomRadius

description: The radius in kilometers from the center of the planet to the ground level.

GroundAlbedo

type: FColor

description: The ground albedo that will tint the atmosphere when the sun light will bounce on it.

HeightFogContribution

description: Scale the sky and atmosphere lights contribution to the height fog when SupportSkyAtmosphereAffectsHeightFog project setting is true.

MieAbsorption

type: FLinearColor

description: The Mie absorption coefficients resulting from particles in the air at an altitude of 0 kilometer.

MieAbsorptionScale

description: Mie absorption coefficient scale.

MieAnisotropy

description: A value of 0 mean light is uniformly scattered.

MieExponentialDistribution

description: The altitude in kilometer at which Mie effects are reduced to 40%.

MieScattering

description: The Mie scattering coefficients resulting from particles in the air at an altitude of 0 kilometer.

MieScatteringScale

description: Mie scattering coefficient scale.

MultiScatteringFactor

description: Factor applied to multiple scattering only (after the sun light has bounced around in the atmosphere at least once).

OtherAbsorption

description: Absorption coefficients for another atmosphere layer.

OtherTentDistribution

type: FTentDistributi...

description: Represents the altitude based tent distribution of absorption particles in the atmosphere.

RayleighExponentialDistribution

description: The altitude in kilometer at which Rayleigh scattering effect is reduced to 40%.

RayleighScattering

description: The Rayleigh scattering coefficients resulting from molecules in the air at an altitude of 0 kilometer.

RayleighScatteringScale

description: Rayleigh scattering coefficient scale.

SkyLuminanceFactor

description: Scales the luminance of pixels representing the sky. This will impact the captured sky light.

TraceSampleCountScale

description: Scale the atmosphere tracing sample count.

TransformMode

type: ESkyAtmosphereT...

TransmittanceMinLightElevationAngle

description: The minimum elevation angle in degree that should be used to evaluate the sun transmittance to the ground.


code: void ApplyComponentInstanceData ( struct [FPrecomputedSkyLightInstanceData](API\Runtime\Engine\Components\FPrecomputedSkyLightInstanceData) * ComponentInstanceData )


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: Computes a radiance map using only emissive contribution from the sky light.

code: void CaptureEmissiveRadianceEnvironmentCubeMap ( FSHVectorRGB3 & OutIrradianceMap, [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutRadianceMap ) const


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


code: [FSkyLightSceneProxy](API\Runtime\Engine\FSkyLightSceneProxy) * CreateSceneProxy() const


description: Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


code: const [FTexture](API\Runtime\RenderCore\FTexture) * GetProcessedSkyTexture() const


description: Whether sky occlusion is supported by current feature level

code: bool IsOcclusionSupported() const


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


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()


code: bool IsRealTimeCaptureEnabled() const


description: Overridable internal function to respond to changes in the visibility of the component.

code: virtual void OnVisibilityChanged()


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 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 PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Recaptures the scene for the skylight. This is useful for making sure the sky light is up to date after changing something in the world that it would capture. Warning: this is very costly and will definitely cause a hitch.

code: void RecaptureSky()


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: Indicates that the capture needs to recapture the scene, adds it to the recapture queue.

code: void SetCaptureIsDirty()


description: Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.

code: void SetCubemap ( [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * NewCubemap )


description: Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap. This can be used to seamlessly transition sky lighting between different times of day. The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost. The caller is responsible for avoiding pops due to changing the source or destination.

code: void SetCubemapBlend ( [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * SourceCubemap, [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * DestinationCubemap, float InBlendFraction )


code: void SetIndirectLightingIntensity ( float NewIntensity )


description: Set brightness of the light

code: void SetIntensity ( float NewIntensity )


description: Set color of the light

code: void SetLightColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewLightColor )


code: void SetLowerHemisphereColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InLowerHemisphereColor )


code: void SetMinOcclusion ( float InMinOcclusion )


code: void SetOcclusionContrast ( float InOcclusionContrast )


code: void SetOcclusionTint ( const [FColor](API\Runtime\Core\Math\FColor) & InTint )


code: void SetOcclusionExponent ( float InOcclusionExponent )


code: void SetRealTimeCaptureEnabled ( bool bNewRealTimeCaptureEnabled )


description: Sets the angle of the cubemap used when SourceType is set to SpecifiedCubemap and it is non static. It will cause the skylight to update on the next tick.

code: void SetSourceCubemapAngle ( float NewValue )


className: SkyCapturesToUpdateBlendDestinations

code: static [TArray](API\Runtime\Core\Containers\TArray)< [USkyLightComponent](API\Runtime\Engine\Components\USkyLightComponent) * > SkyCapturesToUpdateBlendDestinations;


code: void SetVolumetricScatteringIntensity ( float NewIntensity )


className: SkyCapturesToUpdate

description: List of sky captures that need to be recaptured. These have to be queued because we can only render the scene to update captures at certain points, after the level has loaded. This queue should be in theUWorldor theFSceneInterface, but those are not available yet in PostLoad.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [USkyLightComponent](API\Runtime\Engine\Components\USkyLightComponent) * > SkyCapturesToUpdate;


description: Fast path for updating light properties that doesn't require a re-register, Which would otherwise cause the scene's static draw lists to be recreated.

code: void UpdateLimitedRenderingStateFast()


description: Called each tick to recapture and queued sky captures.

code: static void UpdateSkyCaptureContents ( [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldToUpdate )


code: static void UpdateSkyCaptureContentsArray ( [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldToUpdate, [TArray](API\Runtime\Core\Containers\TArray)< [USkyLightComponent](API\Runtime\Engine\Components\USkyLightComponent) * > & ComponentArray, bool bBlendSources )


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


className: USkyLightComponent

code: class USkyLightComponent : public [ULightComponentBase](API\Runtime\Engine\Components\ULightComponentBase)

bCaptureEmissiveOnly

description: Only capture emissive materials.

bCloudAmbientOcclusion

type: uint32:  1

description: Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.

BlendDestinationProcessedSkyTexture

type: TRefCountPtr<F...

BlendFraction

description: If 0, no blend is present.

bLowerHemisphereIsBlack

description: Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor.

bRealTimeCapture

description: When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting.

bSavedConstructionScriptValuesValid

description: Indicates whether the cached data stored in GetComponentInstanceData is valid to be applied in ApplyComponentInstanceData.

bShowIlluminanceMeter

description: When enabled, visualize on screen the sky cube map as well as the integrate half hemisphere of luminance, together with the sky illuminance contribution at the position of the skylight component.

CaptureStatus

type: ESkyLightCaptur...

description: In an attempt to get valid lighting data as soon as possible in a level, we will always trigger a skylight capture at creation.

CloudAmbientOcclusionApertureScale

description: Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated.

CloudAmbientOcclusionExtent

description: The world space radius of the cloud ambient occlusion map around the camera in kilometers.

CloudAmbientOcclusionMapResolutionScale

description: Scale the cloud ambient occlusion map resolution, base resolution is 512.

CloudAmbientOcclusionStrength

description: The strength of the ambient occlusion, higher value will block more light.

Contrast

description: Contrast S-curve applied to the computed AO.

Cubemap

description: Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.

CubemapResolution

description: Maximum resolution for the very top processed cubemap mip. Must be a power of 2.

IrradianceMapFence

type: FRenderCommandF...

description: Tracks when the rendering thread has completed its writes to IrradianceEnvironmentMap.

MinOcclusion

description: Controls the darkest that a fully occluded area can get.

OcclusionCombineMode

type: TEnumAsByte< en...

description: Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.

OcclusionExponent

description: Exponent applied to the computed AO.

OcclusionMaxDistance

description: Max distance that the occlusion of one point will affect another.

OcclusionTint

description: Tint color on occluded areas, artistic control.

PreEditCubemapResolution

description: Shadow copy saved before effects ofPostEditChange()to provide option to roll back edit.

ReleaseResourcesFence

description: Fence used to track progress of releasing resources on the rendering thread.

SceneProxy

type: FSkyLightSceneP...

SkyDistanceThreshold

description: Distance from the sky light at which any geometry should be treated as part of the sky.

SourceCubemapAngle

description: Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.

SourceType

description: Indicates where to get the light contribution from.


description: Returns true if the given transforms result in the same bounds, due to rotational symmetry. For example, this is true for a sphere with uniform scale undergoing any rotation. This is NOT intended to detect every case where this is true, only the common cases to aid optimizations.

code: virtual bool AreSymmetricRotations ( const FQuat & A, const FQuat & B, const FVector & Scale3D ) const


description: Calculate the axis-aligned bounding cylinder of the component (radius in X-Y, half-height along Z axis). Default behavior is just a cylinder around the box of the cached BoxSphereBounds.

code: virtual void CalcBoundingCylinder ( float & CylinderRadius, float & CylinderHalfHeight ) const


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Return a CollisionShape that most closely matches this primitive.

code: virtual [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) GetCollisionShape ( float Inflation ) const


description:
Get the scale used by this shape. This is a uniform scale that is the minimum of any non-uniform scaling.
the scale used by this shape.

code: float GetShapeScale() const


description: the radius of the sphere, with component scale applied.

code: float GetScaledSphereRadius() const


description: the radius of the sphere, ignoring component scale.

code: float GetUnscaledSphereRadius() const


description: Sets the sphere radius without triggering a render or physics update.

code: void InitSphereRadius ( float InSphereRadius )


description: This isn't bound extent, but for shape component to utilize extent is 0. For normal primitive, this is 0, for ShapeComponent, this will have valid information

code: virtual bool IsZeroExtent() const


description: Change the sphere radius. This is the unscaled radius, before component scale is applied.

code: void SetSphereRadius ( float InSphereRadius, bool bUpdateOverlaps )


description: Update the body setup parameters based on shape information

code: virtual void UpdateBodySetup()


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


className: USphereComponent

description: A sphere generally used for simple collision. Bounds are rendered as lines in the editor.

code: class USphereComponent : public [UShapeComponent](API\Runtime\Engine\Components\UShapeComponent)

SphereRadius

description: The radius of the sphere


description: Gets the radius that bounds the shape's influence, used for culling.

code: virtual float GetInfluenceBoundingRadius() 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: Called to update the preview shapes when something they are dependent on has changed.

code: virtual void UpdatePreviewShape()


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


className: USphereReflectionCaptureComponent

description: -> will be exported to EngineDecalClasses.h

code: class USphereReflectionCaptureComponent : public [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent)

CaptureDistanceScale

description: Not needed anymore, not yet removed in case the artist setup values are needed in the future

InfluenceRadius

description: Radius of the area that can receive reflections from this capture.

PreviewInfluenceRadius

type: TObjectPtr< cla...


description: Adds anFSplinePointto the spline. This contains its input key, position, tangent, rotation and scale.

code: void AddPoint ( const [FSplinePoint](API\Runtime\Engine\Components\FSplinePoint) & Point, bool bUpdateSpline )


description: Adds an array of FSplinePoints to the spline.

code: void AddPoints ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSplinePoint](API\Runtime\Engine\Components\FSplinePoint) > & Points, bool bUpdateSpline )


description: Adds a local space point to the spline

code: void AddSplineLocalPoint ( const FVector & Position )


description: Adds a point to the spline

code: void AddSplinePoint ( const FVector & Position, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUpdateSpline )


description: Adds a point to the spline at the specified index

code: void AddSplinePointAtIndex ( const FVector & Position, int32 Index, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUpdateSpline )


description: Adds a world space point to the spline

code: void AddSplineWorldPoint ( const FVector & Position )


description: Controls the visibility of the Spline point location editor in the details panel.

code: virtual bool AllowsSpinePointLocationEditing() const


description: Controls the visibility of the Spline point arrive tangent editor in the details panel.

code: virtual bool AllowsSplinePointArriveTangentEditing() const


description: Controls the visibility of the Spline point leave tangent editor in the details panel.

code: virtual bool AllowsSplinePointLeaveTangentEditing() const


description: Controls the visibility of the Spline point rotation editor in the details panel.

code: virtual bool AllowsSplinePointRotationEditing() const


description: Controls the visibility of the Spline point scale editor in the details panel.

code: virtual bool AllowsSplinePointScaleEditing() const


code: void ApplyComponentInstanceData ( struct [FSplineInstanceData](API\Runtime\Engine\Components\FSplineInstanceData) * ComponentInstanceData, const bool bPostUCS )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Given a threshold, returns a list of vertices along the spline segment that, treated as a list of segments (polyline), matches the spline shape.

code: bool ConvertSplineSegmentToPolyLine ( int32 SplinePointStartIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, const float MaxSquareDistanceFromSpline, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPoints ) const


description: Clears all the points in the spline

code: void ClearSplinePoints ( bool bUpdateSpline )


description: Given a threshold, returns a list of vertices along the spline that, treated as a list of segments (polyline), matches the spline shape.

code: bool ConvertSplineToPolyLine ( [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, const float MaxSquareDistanceFromSpline, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPoints ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


className: DeselectedInEditorDelegate

description: Delegate that's called when this component is deselected in the editor

code: typedef TMulticastDelegate_OneParam< void, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USplineComponent](API\Runtime\Engine\Components\USplineComponent) > > DeselectedInEditorDelegate


description: Given a threshold, recursively sub-divides the spline section until the list of segments (polyline) matches the spline shape.

code: bool DivideSplineIntoPolylineRecursiveWithDistances ( float StartDistanceAlongSpline, float EndDistanceAlongSpline, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, const float MaxSquareDistanceFromSpline, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPoints, [TArray](API\Runtime\Core\Containers\TArray)< double > & OutDistancesAlongSpline ) const


code: bool DivideSplineIntoPolylineRecursive ( float StartDistanceAlongSpline, float EndDistanceAlongSpline, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, const float MaxSquareDistanceFromSpline, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPoints ) const


description: Helper function to draw a vector curve

code: static void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FInterpCurveVector](API\Runtime\Core\Math\FInterpCurveVector) & SplineInfo, const FMatrix & LocalToWorld, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & LineColor, uint8 DepthPriorityGroup )


className: DummyPointPosition

description: The dummy value used for queries when there are no point in a spline

code: static const FInterpCurvePointVector DummyPointPosition;


className: DummyPointRotation

code: static const FInterpCurvePointQuat DummyPointRotation;


className: DummyPointScale

code: static const FInterpCurvePointVector DummyPointScale;


description: Given a location, in world space, return a unit direction vector of the spline tangent closest to the location.

code: FVector FindDirectionClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a location, in world space, return the input key closest to that location.

code: float FindInputKeyClosestToWorldLocation ( const FVector & WorldLocation ) const


description: Given a location, in world space, return the point on the curve that is closest to the location.

code: FVector FindLocationClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a location, in world space, return a quaternion corresponding to the spline's rotation closest to the location.

code: FQuat FindQuaternionClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a location, in world space, return the spline's roll closest to the location, in degrees.

code: float FindRollClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a location, in world space, return rotation corresponding to the spline's rotation closest to the location.

code: FRotator FindRotationClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a location, in world space, return the spline's scale closest to the location.

code: FVector FindScaleClosestToWorldLocation ( const FVector & WorldLocation ) const


description: Given a location, in world space, return the tangent vector of the spline closest to the location.

code: FVector FindTangentClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a location, in world space, return an FTransform closest to that location.

code: FTransform FindTransformClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseScale ) const


description: Given a location, in world space, return a unit direction vector corresponding to the spline's up vector closest to the location.

code: FVector FindUpVectorClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the arrive tangent at spline point

code: FVector GetArriveTangentAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


description: Gets the default up vector used by this spline

code: FVector GetDefaultUpVector ( [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a distance along the length of this spline, return a unit direction vector of the spline tangent there.

code: FVector GetDirectionAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get unit direction along spline at the provided input key value

code: FVector GetDirectionAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a location, in world space, return a unit direction vector corresponding to the spline's right vector closest to the location.

code: FVector FindRightVectorClosestToWorldLocation ( const FVector & WorldLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the direction at spline point

code: FVector GetDirectionAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a time from 0 to the spline duration, return a unit direction vector of the spline tangent there.

code: FVector GetDirectionAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity ) const


description: Get distance along the spline at the provided input key value

code: float GetDistanceAlongSplineAtSplineInputKey ( float InKey ) const


description: Get the distance along the spline at the spline point

code: float GetDistanceAlongSplineAtSplinePoint ( int32 PointIndex ) const


description: Get distance along the spline at closest point of the provided input location

code: float GetDistanceAlongSplineAtLocation ( const FVector & InLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the enabled Spline Point types for this spline component.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [ESplinePointType::Type](API\Runtime\Engine\Components\ESplinePointType__Type) > GetEnabledSplinePointTypes() const


description: Get a metadata property float value along the spline at spline input key

code: float GetFloatPropertyAtSplineInputKey ( float InKey, [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


description: Get a metadata property float value along the spline at spline point

code: float GetFloatPropertyAtSplinePoint ( int32 Index, [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


description: Whether or not the bounds of this component should be considered when focusing the editor camera to an actor with this component in it. Useful for debug components which need a bounds for rendering but don't contribute to the visible part of the mesh in a meaningful way

code: virtual bool GetIgnoreBoundsForEditorFocus() const


description: Given a distance along the length of this spline, return the corresponding input key at that point This method has been deprecated because it was incorrectly returning the input key at time. To maintain the same behavior, replace it with GetTimeAtDistanceAlongSpline. To actually get the input key, instead call GetInputKeyValueAtDistanceAlongSpline.

code: float GetInputKeyAtDistanceAlongSpline ( float Distance ) const


description: Given a distance along the length of this spline, return the corresponding input key at that point with a fractional component between the current input key and the next as a percentage.

code: float GetInputKeyValueAtDistanceAlongSpline ( float Distance ) const


description: Get the input key (e.g. the time) of the control point of the spline at the specified index.

code: float GetInputKeyValueAtSplinePoint ( int32 PointIndex ) const


description: Get the leave tangent at spline point

code: FVector GetLeaveTangentAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a distance along the length of this spline, return the point in space where this puts you

code: FVector GetLocationAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get location and tangent at a spline point

code: void GetLocationAndTangentAtSplinePoint ( int32 PointIndex, FVector & Location, FVector & Tangent, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get location along spline at the provided input key value

code: FVector GetLocationAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the location at spline point

code: FVector GetLocationAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get local location and tangent at a spline point

code: void GetLocalLocationAndTangentAtSplinePoint ( int32 PointIndex, FVector & LocalLocation, FVector & LocalTangent ) const


description: Returns properties that are replicated for the lifetime of the actor channel

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Get the number of points that make up this spline

code: int32 GetNumberOfSplinePoints() const


description: Given a time from 0 to the spline duration, return the point in space where this puts you

code: FVector GetLocationAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity ) const


description: Get the number of segments that make up this spline

code: int32 GetNumberOfSplineSegments() const


description: Given a distance along the length of this spline, return a quaternion corresponding to the spline's rotation there.

code: FQuat GetQuaternionAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get quaternion corresponding to rotation along spline at the provided input key value

code: FQuat GetQuaternionAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the rotation at spline point as a quaternion

code: FQuat GetQuaternionAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a time from 0 to the spline duration, return a quaternion corresponding to the spline's rotation there.

code: FQuat GetQuaternionAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity ) const


description: Given a distance along the length of this spline, return a unit direction vector corresponding to the spline's right vector there.

code: FVector GetRightVectorAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const