description: Set the transform of the component in world space.

code: void SetWorldTransform ( const FTransform & NewTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: If true, bounds should be used when placing component/actor in level. Does not affect spawning.

module: Engine

code: virtual bool ShouldCollideWhenPlacing() const


description:
Looking at various values of the component, determines if this component should be added to the scene
true if the component is visible and should be added to the scene, false otherwise

code: bool ShouldComponentAddToScene() const


description: Return true if CreateRenderState() should be called

code: virtual bool ShouldCreateRenderState() const


description: If true, we can use the old computed overlaps

code: bool ShouldSkipUpdateOverlaps() const


className: SkipUpdateOverlapsOptimEnabled

description: Global flag to enable/disable overlap optimizations, settable with p.SkipUpdateOverlapsOptimEnabled cvar

code: static int32 SkipUpdateOverlapsOptimEnabled = 1;


description: Return true if it should render

code: bool ShouldRender() const


description: Update the Bounds of the component.

code: virtual void UpdateBounds()


description: Toggle visibility of the component

code: void ToggleVisibility ( bool bPropagateToChildren )


description: Update transforms of any components attached to this one.

code: void UpdateChildTransforms ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


description: Recalculate the value of our component to world transform

code: virtual void UpdateComponentToWorld ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


description: Called after changing transform, tries to update navigation octree for this component

code: void UpdateNavigationData()


description: Queries world and updates overlap tracking state for this component

code: bool UpdateOverlaps ( const TOverlapArrayView * PendingOverlaps, bool bDoNotifies, const TOverlapArrayView * OverlapsAtEndLocation )


description: Updates the PhysicsVolume of this SceneComponent, if bShouldUpdatePhysicsVolume is true.

code: virtual void UpdatePhysicsVolume ( bool bTriggerNotifiers )


description: Internal helper for UpdateOverlaps

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


description: UObjectconstructor that takes an optional ObjectInitializer

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


className: USceneComponent

description: Scene Components

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

type: uint8: 1

description: If true, a change in the bounds of the component will call trigger a streaming data rebuild

bComputeBoundsOnceForGame

type: uint8:  1

description: If true, this component will cache its bounds during cooking or in PIE and never recompute it again.

bComputedBoundsOnceForGame

description: If true, this component has already cached its bounds during cooking or in PIE and will never recompute it again.

bComputeFastLocalBounds

description: If true, this component will use its current bounds transformed back into local space instead of calling CalcBounds with an identity transform.

bDisableDetachmentUpdateOverlaps

description: Transient flag that temporarily disables UpdateOverlaps withinDetachFromParent().

bHiddenInGame

description: Whether to hide the primitive in game, if the primitive is Visible.

bIsNotRenderAttachmentRoot

description: If true, this component stops the the walk up the attachment chain inGetActorPositionForRenderer().

Bounds

type: FBoxSphereBound...

description: Current bounds of the component

bUseAttachParentBound

description: If true, this component uses its parents bounds when attached.

bVisualizeComponent

description: This component should create a sprite component for visualization in the editor

bWantsOnUpdateTransform

description: If true, OnUpdateTransform virtual will be called each time this component is moved.

CachedLevelCollection

type: constFLevelCol...

description: Cached level collection that contains the level this component is registered in, for fast access inIsVisible().

ComponentVelocity

type: FVector

description: Velocity of the component.

DetailMode

type: TEnumAsByte< en...

description: If detail mode is >= system detail mode, primitive won't be rendered.

IsRootComponentChanged

type: FIsRootComponen...

description: Delegate invoked when this scene component becomes the actor's root component or when it no longer is.

Mobility

type: TEnumAsByte<EC...

description: How often this component is allowed to move, used to make various optimizations.

PhysicsVolumeChangedDelegate

type: FPhysicsVolumeC...

description: Delegate that will be called when PhysicsVolume has been changed

ReplacementSceneComponent

type: TObjectPtr<USc...

description: : This is needed because of order of registration of Actors

SpriteComponent

type: TObjectPtr< cla...

description: Editor only component used to display the sprite so as to be able to see the location of the Component

TransformUpdated

type: FTransformUpdat...

description: Delegate called when this component is moved


code: template<typename ShapeElemType> void AddShapeToGeomArray()


code: template<> void AddShapeToGeomArray()


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()


code: template<typename ShapeElemType> void CreateShapeBodySetupIfNeeded()


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


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

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


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > GetDesiredAreaClass() 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: Prepare navigation modifiers

code: virtual void GetNavigationData ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & Data ) const


description: Are modifiers active?

code: virtual bool IsNavigationRelevant() const


description: Checks if a shared body setup is available (and if we're eligible for it). If successful you must still check for staleness

code: template<typename ComponentType> bool PrepareSharedBodySetup()


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

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


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

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


code: void SetAreaClassOverride ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UNavAreaBase](API\Runtime\Engine\AI\Navigation\UNavAreaBase) > InAreaClassOverride )


code: template<> ENGINE_API void SetShapeToNewGeom ( const FPhysicsShapeHandle & Shape )


code: template<typename ShapeElemType> void SetShapeToNewGeom ( const FPhysicsShapeHandle & Shape )


description: If true, bounds should be used when placing component/actor in level. Does not affect spawning.

code: virtual bool ShouldCollideWhenPlacing() const


description: Update the body setup parameters based on shape information

code: virtual void UpdateBodySetup()


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


className: UShapeComponent

description: ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc).

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

AreaClassOverride

type: TSubclassOf< cl...

description: Navigation area type override, null / none = no change to nav mesh.

bDrawOnlyIfSelected

description: Only show this component if the actor is selected

bDynamicObstacle

description: If set, shape will be exported for navigation as dynamic modifier instead of using regular collision data

bShouldCollideWhenPlacing

description: If true it allows Collision when placing even if collision is not enabled

bUseArchetypeBodySetup

description: If the body setup can be shared (i.e. there have been no alterations compared to the CDO)

bUseSystemDefaultObstacleAreaClass

description: UsesFNavigationSystem::GetDefaultObstacleArea()by default instead of AreaClassOverride, bDynamicObstacle must be true to use this.

ShapeBodySetup

description: Description of collision

ShapeColor

type: FColor

description: Color used to draw the shape.


description: Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated

code: void AccumulateAllBodiesBelowPhysicsBlendWeight ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType )


description: Add a collision source for the cloth on this component. Each cloth tick, the collision defined by the physics asset, transformed by the bones in the source component, will be applied to cloth.

code: void AddClothCollisionSource ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSourceComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InSourcePhysicsAsset )


description: Add a force to all rigid bodies below. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForceToAllBodiesBelow ( FVector Force, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bAccelChange, bool bIncludeSelf )


description: Add impulse to all single rigid bodies below. Good for one time instant burst.

code: virtual void AddImpulseToAllBodiesBelow ( FVector Impulse, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bVelChange, bool bIncludeSelf )


description: Add a force to all bodies in this component, originating from the supplied world-space location.

code: virtual void AddRadialForce ( FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bAccelChange )


description: Add an impulse to all rigid bodies in this component, radiating out from the specified position.

code: virtual void AddRadialImpulse ( FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange )


description: Allocate Transform Data array including SpaceBases, BoneVisibilityStates

code: virtual bool AllocateTransformData()


code: void AllowAnimCurveEvaluation ( [FName](API\Runtime\Core\UObject\FName) NameOfCurve, bool bAllow )


description: Apply animation curves to this component

code: void ApplyAnimationCurvesToComponent ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > * InMaterialParameterCurves, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > * InAnimationMorphCurves )


description: Set physics transforms for all bodies

code: void ApplyDeltaToAllPhysicsTransforms ( const FVector & DeltaLocation, const FQuat & DeltaRotation )


description: Called after modifying Component Space Transforms externally


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: If this component has a valid LeaderPoseComponent then this function makes cloth items on the follower component take the transforms of the cloth items on the leader component instead of simulating separately.  This will FORCE any cloth actor on the leader component to simulate in local space. Also The meshes used in the components must be identical for the cloth to bind correctly

code: void BindClothToLeaderPoseComponent()


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

code: void BindClothToMasterPoseComponent()


description: Take the results of the physics and blend them with the animation state (based on the PhysicsWeight parameter), and update the SpaceBases array.

code: void BlendInPhysics ( [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) & ThisTickFunction )


description: Blend of Physics Bones with PhysicsWeight and Animated Bones with (1-PhysicsWeight)

code: void BlendPhysicsBones ( [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & Bones )


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: Break a constraint off a Gore mesh.

code: void BreakConstraint ( FVector Impulse, FVector HitLocation, [FName](API\Runtime\Core\UObject\FName) InBoneName )


description: Determines whether or not the simulate physics setting can be edited interactively on this component

code: virtual bool CanEditSimulatePhysics()


description: Returns the calculated mass in kg. This is not 100% exactly the mass physx will calculate, but it is very close ( difference < 0.1kg ).

code: virtual float CalculateMass ( [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Given bounds InOutBounds, expand them to also enclose the clothing simulation mesh

code: void AddClothingBounds ( FBoxSphereBounds & InOutBounds, const FTransform & LocalToWorld ) const


description: Skeletal mesh component should not be able to have its mobility set to static

code: virtual const bool CanHaveStaticMobility() const


description: Returns whether we're able to run a simulation (ignoring the suspend flag)

code: bool CanSimulateClothing() const


description: Check linear and angular thresholds for clothing teleport

code: virtual void CheckClothTeleport()


description: Clears currently stored errors. Call before triggering anim notifies for a particular mesh.

code: virtual void ClearAnimNotifyErrors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceNotify )


description: Clear cached animation data generated for URO during evaluation

code: void ClearCachedAnimProperties()


description: Deprecated* Function renamed, please use UnlinkAnimClassLayers

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


description: Clear all Morph Target that are set to this mesh

code: void ClearMorphTargets()


description: Callback when the parallel clothing task finishes, copies needed data back to component for gamethread

code: void CompleteParallelClothSimulation()


description: Clear any applied ref pose override

code: virtual void ClearRefPoseOverride()


description: Parallel evaluation wrappers.

code: virtual void CompleteParallelAnimationEvaluation ( bool bDoPostAnimEvaluation )


description:
Determines whether the supplied bounding box intersects with the component. Used by the editor in orthographic viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionBox ( const FBox & InSelBBox, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Determines whether the supplied frustum intersects with the component. Used by the editor in perspective viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionFrustum ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description: Override this method for custom behavior forComponentOverlapComponent()

code: virtual bool ComponentOverlapComponentImpl ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector Pos, const FQuat & Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params )


description:
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps
TRUE if OutOverlaps contains any blocking results

code: virtual bool ComponentOverlapMultiImpl ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & Pos, const FQuat & Rot, ECollisionChannel TestChannel, const struct [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


description: Computes the required bones in this SkeletalMeshComponent based on current SkeletalMesh, LOD and PhysicsAsset

code: void ComputeRequiredBones ( [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutFillComponentSpaceTransformsRequiredBones, int32 LODIndex, bool bIgnorePhysicsAsset ) const


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


code: static void ComputeSkinnedTangentBasis ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutTangenXYZ, [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & CachedRefToLocals, const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) & Model, const [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & SkinWeightBuffer )


description: Consume and return pending root motion from our internal anim instances (main, sub and post)


code: [FRootMotionMovementParams](API\Runtime\Engine\Animation\FRootMotionMovementParams) ConsumeRootMotion_Internal ( float InAlpha )


description: Take extracted RootMotion and convert it from local space to world space.

code: FTransform ConvertLocalRootMotionToWorld ( const FTransform & InTransform )


description: Copy children's cloth collisions to parent, where parent means this component


description: Copy parent's cloth collisions to attached children, where parent means this component

code: void CopyClothCollisionsToChildren()


description: Copy cloth collision sources to this, where parent means components above it in the hierarchy

code: void CopyClothCollisionSources()


code: virtual void DeallocateTransformData()


description: Draw the currently clothing state, using the editor extender interface

code: void DebugDrawClothing ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: void DebugDrawClothingTexts ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView )


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:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


description: Handle post evaluation on all anim instances.

code: void DoInstancePostEvaluation()


description: Prep anim instances for evaluation.

code: void DoInstancePreEvaluation()


description: Deprecated* Please use EvaluatePostProcessMeshInstance with different signature

code: void EvaluatePostProcessMeshInstance ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutBoneSpaceTransforms, [FCompactPose](API\Runtime\Engine\FCompactPose) & InOutPose, [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & OutCurve, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, FVector & OutRootBoneTranslation ) const


description: Evaluates the post process instance from the skeletal mesh this component is using.

code: void EvaluatePostProcessMeshInstance ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutBoneSpaceTransforms, [FCompactPose](API\Runtime\Engine\FCompactPose) & InOutPose, [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & OutCurve, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, FVector & OutRootBoneTranslation, [UE::Anim::FHeapAttributeContainer](API\Runtime\Engine\Animation\FHeapAttributeContainer) & OutAttributes ) const


description: Removes the bones expicitly hidden or hiden by parent.

code: static void ExcludeHiddenBones ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones )


description: Templated version to try and retrieve a typed bone attribute's value

code: template<typename [DataType](API\Plugins\OptimusCore\DataType), typename CustomAttributeType> bool FindAttributeChecked ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, [DataType](API\Plugins\OptimusCore\DataType) DefaultValue, [DataType](API\Plugins\OptimusCore\DataType) & OutValue, ECustomBoneAttributeLookup LookupType )


description: Extract collisions for cloth from this component (given a component we want to apply the data to)

code: static void ExtractCollisionsForCloth ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SourceComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * PhysicsAsset, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * DestClothComponent, [FClothCollisionData](API\Runtime\ClothingSystemRuntimeInterface\FClothCollisionData) & OutCollisions, [FClothCollisionSource](API\Runtime\Engine\FClothCollisionSource) & ClothCollisionSource )


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: Find if this component has collisions for clothing and return the results calculated by bone transforms

code: void FindClothCollisions ( [FClothCollisionData](API\Runtime\ClothingSystemRuntimeInterface\FClothCollisionData) & OutCollisions )


description:
Find Constraint Name from index
Constraint Joint Name

code: [FName](API\Runtime\Core\UObject\FName) FindConstraintBoneName ( int32 ConstraintIndex )


description:
Find ConstraintIndexfrom the name
ConstraintIndex

code: int32 FindConstraintIndex ( [FName](API\Runtime\Core\UObject\FName) ConstraintName )


description: Find instance of the constraint that matches the name supplied.

code: [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * FindConstraintInstance ( [FName](API\Runtime\Core\UObject\FName) ConName )


description: Find the root body index

code: int32 FindRootBodyIndex() const


code: typedef TMulticastDelegate_NoParams< void > FOnSkeletalMeshPropertyChangedMulticaster


description: Used to indicate we should force 'teleport and reset' during the next call to UpdateClothState. This can be used to reset it from a bad state or by a teleport where the old state is not important anymore.


description: Used to indicate we should force 'teleport' during the next call to UpdateClothState, This will transform positions and velocities and thus keep the simulation state, just translate it to a new pose.

code: void ForceClothNextUpdateTeleport()


description: Iterates over all bodies below and executes Func. Returns number of bodies found

code: int32 ForEachBodyBelow ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bIncludeSelf, bool bSkipCustomType, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) *)> Func )


description: Calls a function on each of the anim instances that this mesh component hosts, including linked and post-process instances

code: void ForEachAnimInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) *)> InFunction )


className: EType

code: enum EType { AddImpulse, AddForce, }


code: FPendingRadialForces &40; FVector InOrigin, float InRadius, float InStrength, ERadialImpulseFalloff InFalloff, bool InIgnoreMass, EType InType &41;


className: FPendingRadialForces

code: struct FPendingRadialForces

bIgnoreMass

type: bool

Falloff

type: ERadialImpulseF...

Radius

type: float

Type

type: EType


code: bool GetAllowRigidBodyAnimNode() const


description: Access Curve Array for reading

code: const [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & GetAnimationCurves() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< Chaos::FPhysicsObject * > GetAllPhysicsObjects() const


description: Helper function to get the member name and verify it exists, without making it public

code: static const [FName](API\Runtime\Core\UObject\FName) & GetAnimationModePropertyNameChecked()


description: Get the anim instance class via getter callable by sequencer.


description: Returns the animation instance that is driving the class (if available). This is typically an instance of the class set as AnimBlueprintGeneratedClass (generated by an animation blueprint) Since this instance is transient, it is not safe to be used during construction script

code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetAnimInstance() const


description:
Returns BodyInstance of the component.
Returns the BodyInstance based on various states (does component have multiple bodies? Is the body welded to another body?)

code: virtual [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bGetWelded, int32 Index ) const


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

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


code: FVector GetBoneLinearVelocity ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


description: Returns the mass (in kg) of the given bone

code: float GetBoneMass ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bScaleMass ) const


description: This is explicit copy because this buffer is reused during evaluation we want to have reference and emptied during evaluation

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


description: Get the bone space transforms as array view.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > GetBoneSpaceTransformsView()


description: Access cached component space transforms

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


description:
Iterates through all bodies in our PhysicsAsset and returns the location of the closest bone associated with a body that has collision enabled.
location of closest colliding rigidbody, or TestLocation if there were no bodies to test

code: FVector GetClosestCollidingRigidBodyLocation ( const FVector & TestLocation ) const


description:
Given a world position, find the closest point on the physics asset. Note that this is independent of collision and welding. This is based purely on animation position
true if we found a closest point

code: bool GetClosestPointOnPhysicsAsset ( const FVector & WorldPosition, [FClosestPointOnPhysicsAsset](API\Runtime\Engine\Components\FClosestPointOnPhysicsAsset) & ClosestPointOnPhysicsAsset, bool bApproximate ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FClothCollisionSource](API\Runtime\Engine\FClothCollisionSource) > & GetClothCollisionSources() const


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


description: Get the current clothing simulation (read only)

code: const [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * GetClothingSimulation() const


description: Get the current clothing simulation (read/write)


description: Get the current clothing simulation context (read/write)


description: Get the current clothing simulation context (read only)

code: const [IClothingSimulationContext](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulationContext) * GetClothingSimulationContext() const


description: Get/Set the max distance scale of clothing mesh vertices

code: float GetClothMaxDistanceScale() const


description: If the vertex index is valid for simulated vertices, returns the position in world space

code: bool GetClothSimulatedPosition_GameThread ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AssetGuid, int32 VertexIndex, FVector & OutSimulPos ) const


description: Gets a constraint by its name

code: [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) GetConstraintByName ( [FName](API\Runtime\Core\UObject\FName) ConstraintName, bool bIncludesTerminated )


description: If PhysicsTransformUpdateMode is set to SimulationUpatesComponentTransform, this returns the world-space transform of the body passed in (assumed to be the root body), after applying the TransformToRoot offset. Otherwise, it returns the component transform.

code: virtual FTransform GetComponentTransformFromBodyInstance ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * UseBI )


description: Gets the constraint profile properties that a joint drive would adopt if it were set to the given constraint profile. The default will be returned if an empty or invalid profile name is passed in. Returns true if the successful, or false if the joint can't be found.

code: bool GetConstraintProfilePropertiesOrDefault ( [FConstraintProfileProperties](API\Runtime\Engine\PhysicsEngine\FConstraintProfileProperties) & OutProperties, [FName](API\Runtime\Core\UObject\FName) JointName, [FName](API\Runtime\Core\UObject\FName) ProfileName )


description: Get instance of the constraint that matches the index .

code: [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * GetConstraintInstanceByIndex ( uint32 Index )


description: Gets all the constraints

code: void GetConstraints ( bool bIncludesTerminated, [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) > & OutConstraints )


description: Gets all the constraints attached to a body

code: void GetConstraintsFromBody ( [FName](API\Runtime\Core\UObject\FName) BodyName, bool bParentConstraints, bool bChildConstraints, bool bIncludesTerminated, [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) > & OutConstraints )


description: Get the current simulation data map for the clothing on this component. For use on the game thread and only valid if bWaitForParallelClothTask is true.

code: const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FClothSimulData](API\Runtime\ClothingSystemRuntimeInterface\FClothSimulData) > & GetCurrentClothingData_GameThread() const


description: Get the current simulation data map for the clothing on this component. This will stall until the cloth simulation is complete.

code: const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FClothSimulData](API\Runtime\ClothingSystemRuntimeInterface\FClothSimulData) > & GetCurrentClothingData_AnyThread() const


description: Gets the current Angular state for a named bone constraint

code: void GetCurrentJointAngles ( [FName](API\Runtime\Core\UObject\FName) InBoneName, float & Swing1Angle, float & TwistAngle, float & Swing2Angle )


description:
Get the curve settings that will be used for anim evaluation.
the curve settings used for evaluation

code: [UE::Anim::FCurveFilterSettings](API\Runtime\Engine\FCurveFilterSettings) GetCurveFilterSettings ( int32 InLODOverride ) const


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


code: const [UE::Anim::FMeshAttributeContainer](API\Runtime\Engine\Animation\FMeshAttributeContainer) & GetCustomAttributes() const


description: Deprecated* This function is deprecated. Please use GetAllowedAnimCurveEvaluate instead. Note that the meaning is reversed.

code: bool GetDisableAnimCurves() const


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


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


description: Deprecated* Please use GetCurveFilterSettings

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


description: Get Access to the current editable Curve Array - uses same buffer as space bases


code: const [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & GetEditableAnimationCurves() const


description:
Get float type attribute value.
Whether or not the atttribute was successfully retrieved

code: bool GetFloatAttribute ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, float DefaultValue, float & OutValue, ECustomBoneAttributeLookup LookupType )


code: bool GetFloatAttribute_Ref ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, float & OutValue, ECustomBoneAttributeLookup LookupType )


description:
Get integer type attribute value.
Whether or not the atttribute was successfully retrieved

code: bool GetIntegerAttribute ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, int32 DefaultValue, int32 & OutValue, ECustomBoneAttributeLookup LookupType )


code: bool GetIntegerAttribute_Ref ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, int32 & OutValue, ECustomBoneAttributeLookup LookupType )


description: Deprecated* Function renamed, please use GetLinkedAnimLayerInstanceByClass

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


description: Deprecated* Function renamed, please use GetLinkedLayerInstanceByGroup

code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetLayerSubInstanceByGroup ( [FName](API\Runtime\Core\UObject\FName) InGroup ) const


description: Returns the a tagged linked instance node. If no linked instances are found or none are tagged with the supplied name, this will return NULL.

code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetLinkedAnimGraphInstanceByTag ( [FName](API\Runtime\Core\UObject\FName) InTag ) const


description: Returns all tagged linked instance nodes that match the tag.

code: void GetLinkedAnimGraphInstancesByTag ( [FName](API\Runtime\Core\UObject\FName) InTag, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * > & OutLinkedInstances ) const


code: PRAGMA_DISABLE_DEPRECATION_WARNINGSTArray< TObjectPtr< UAnimInstance > > & GetLinkedAnimInstances&40;&41;


description: Get the anim instances linked to the main AnimScriptInstance

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * > & GetLinkedAnimInstances() const


description: Gets the layer linked instance corresponding to the specified group

code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetLinkedAnimLayerInstanceByGroup ( [FName](API\Runtime\Core\UObject\FName) InGroup ) const


description: Gets the first layer linked instance corresponding to the specified class

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


description: Get the bones used for mirroring in the skeletal mesh asset (if any)

code: static void GetMirroringRequiredBones ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones )


description: Get Morph target with given name

code: float GetMorphTarget ( [FName](API\Runtime\Core\UObject\FName) MorphTargetName ) const


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FPendingRadialForces](API\Runtime\Engine\Components\USkeletalMeshComponent\FPendingRadialForces) > & GetPendingRadialForces() const


code: virtual Chaos::FPhysicsObject * GetPhysicsObjectById ( [Chaos::FPhysicsObjectId](API\Runtime\Chaos\Chaos\FPhysicsObjectId) Id ) const


code: virtual Chaos::FPhysicsObject * GetPhysicsObjectByName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


description: Get the bones used by the physics asset (if any), as these have to be updated even if LODed out.

code: static void GetPhysicsRequiredBones ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * PhysicsAsset, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones )


description: These changes status of animation instance, which is transient data, which means it won't serialize with this component Because of that reason, it is not safe to be used during construction script Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized

code: float GetPlayRate() const


description: Returns the mass of this component in kg.

code: virtual float GetMass() const


code: float GetPosition() const


description: Returns the active post process instance is one is available. This is set on the mesh that this component is using, and is evaluated immediately after the main instance.

code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetPostProcessInstance() const


description: Get the required virtual bones from the SkeletalMesh Reference Skeleton.

code: static void GetRequiredVirtualBones ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones )


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: Get the bones required for shadow shapes.

code: static void GetShadowShapeRequiredBones ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones )


description: Gets the shared bone container used between all owned anim instances. Creates it on the first call.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FBoneContainer](API\Runtime\Engine\FBoneContainer) > GetSharedRequiredBones()


code: [UAnimSingleNodeInstance](API\Runtime\Engine\Animation\UAnimSingleNodeInstance) * GetSingleNodeInstance() const


description: Returns the center of mass of the skeletal mesh, instead of the root body's location

code: FVector GetSkeletalCenterOfMass() const


description: Get the SkeletalMesh rendered for this mesh.

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


code: static void GetSkinnedTangentBasis ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * Component, int32 VertexIndex, const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) & Model, const [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & SkinWeightBuffer, [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & CachedRefToLocals, FVector3f & OutTangentX, FVector3f & OutTangentY, FVector3f & OutTangentZ )


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


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


description: Get the bones that are used by sockets OutRequiredBones : the bones used by sockets that are set as always animate NeededBonesForFillComponentSpaceTransforms : the rest of bones used by sockets (that are not set to always animate)

code: static void GetSocketRequiredBones ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & NeededBonesForFillComponentSpaceTransforms )


description:
Returns The square of the distance to closest Body Instance surface.
true if a distance to the body was found and OutDistanceSquared has been populated

code: virtual bool GetSquaredDistanceToCollision ( const FVector & Point, float & OutSquaredDistance, FVector & OutClosestPointOnCollision ) const


description:
Get string type attribute value.
Whether or not the atttribute was successfully retrieved

code: bool GetStringAttribute ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, [FString](API\Runtime\Core\Containers\FString) DefaultValue, [FString](API\Runtime\Core\Containers\FString) & OutValue, ECustomBoneAttributeLookup LookupType )


code: bool GetStringAttribute_Ref ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, [FString](API\Runtime\Core\Containers\FString) & OutValue, ECustomBoneAttributeLookup LookupType )


description: Deprecated* This function is deprecated. Please use GetLinkedAnimGraphInstanceByTag

code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetSubInstanceByName ( [FName](API\Runtime\Core\UObject\FName) InTag ) const


code: [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * GetSubInstanceByTag ( [FName](API\Runtime\Core\UObject\FName) InTag ) const


description: Deprecated* Function renamed, please use GetLinkedAnimGraphInstancesByTag

code: void GetSubInstancesByTag ( [FName](API\Runtime\Core\UObject\FName) InTag, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * > & OutSubInstances ) const


description:
Gets the teleportation distance threshold.
Threshold value.


description:
Gets the teleportation rotation threshold.
Threshold in degrees.


description: Utility which returns total mass of all bones below the supplied one in the hierarchy (including this one).

code: float GetTotalMassBelowBone ( [FName](API\Runtime\Core\UObject\FName) InBoneName )


description:
Get FTransform type attribute value.
Whether or not the atttribute was successfully retrieved

code: bool GetTransformAttribute ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, FTransform DefaultValue, FTransform & OutValue, ECustomBoneAttributeLookup LookupType )


code: bool GetTransformAttribute_Ref ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const [FName](API\Runtime\Core\UObject\FName) & AttributeName, FTransform & OutValue, ECustomBoneAttributeLookup LookupType )


description: Return true if currently updating in editor is true this is non BP because this is only used for follower component to detect leader component ticking state

code: bool GetUpdateAnimationInEditor() const


code: bool GetUpdateClothInEditor() const


description: Store cloth simulation data into OutClothSimulData. OverrideUSkinnedMeshComponent.

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


description: Store cloth simulation data into OutClothSimData

code: void GetUpdateClothSimulationData ( [TMap](API\Runtime\Core\Containers\TMap)< int32, [FClothSimulData](API\Runtime\ClothingSystemRuntimeInterface\FClothSimulData) > & OutClothSimData, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * OverrideLocalRootComponent )


description: Adds the bodies that are currently welded to the OutWeldedBodies array

code: virtual void GetWeldedBodies ( [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & OutWeldedBodies, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutLabels, bool bIncludingAutoWeld )


description: Management function for if we want to do an evaluation but may already be running one bBlockOnTask - if true and we are currently performing parallel eval we wait for it to finish bPerformPostAnimEvaluation - if true and we are currently performing parallel eval we call PostAnimEvaluation too return true if parallel task was running.

code: bool HandleExistingParallelEvaluationTask ( bool bBlockOnTask, bool bPerformPostAnimEvaluation )


description: Returns whether there are any valid instances to run, currently this means whether we have have an animation instance or a post process instance available to process.

code: bool HasValidAnimationInstance() const


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

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


description: Animation

code: virtual void InitAnim ( bool bForceReinit )


description: Initialize PhysicsAssetInstance for the physicsAsset

code: void InitArticulated ( FPhysScene * PhysScene )


code: bool InitializeAnimScriptInstance ( bool bForceReinit, bool bInDeferRootNodeInitialization )


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


description: Initialize SkelControls

code: void InitSkelControls()


description: Instantiates only the bodies given a physics asset, not the constraints. The Created bodies are owned by the calling code and must be freed when necessary.

code: void InstantiatePhysicsAssetBodies ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) & PhysAsset, [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & OutBodies, FPhysScene * PhysScene, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * OwningComponent, int32 UseRootBodyIndex, const FPhysicsAggregateHandle & UseAggregate ) const


description: Instantiates bodies given a physics asset like InstantiatePhysicsAsset but instead of reading the current component state, this reads the ref-pose from the reference skeleton of the mesh. Useful if trying to create bodies to be used during any evaluation work

code: void InstantiatePhysicsAssetRefPose ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) & PhysAsset, const FVector & Scale3D, [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & OutBodies, [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * > & OutConstraints, FPhysScene * PhysScene, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * OwningComponent, int32 UseRootBodyIndex, const FPhysicsAggregateHandle & UseAggregate, bool bCreateBodiesInRefPose ) const


description: Instantiates bodies given a physics asset. Typically you should call InitArticulated unless you are planning to do something special with the bodies. The Created bodies and constraints are owned by the calling code and must be freed when necessary.

code: void InstantiatePhysicsAsset ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) & PhysAsset, const FVector & Scale3D, [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & OutBodies, [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * > & OutConstraints, FPhysScene * PhysScene, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * OwningComponent, int32 UseRootBodyIndex, const FPhysicsAggregateHandle & UseAggregate ) const


code: bool IsAnimBlueprintInstanced() const


description: Returns if any body in this component is currently awake and simulating.

code: virtual bool IsAnyRigidBodyAwake()


description: Returns whether the specified body is currently using physics simulation

code: virtual bool IsAnySimulatingPhysics() const


description:
Checks whether or not gravity is enabled on the given bone. NAME_None indicates the root body should be queried. If the bone name given is otherwise invalid, false is returned.
True if gravity is enabled on the bone.

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


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


description: Gets whether or not the clothing simulation is currently suspended


description: Returns whether this component is affected by gravity. Returns always false if the component is not simulated.

code: virtual bool IsGravityEnabled() const


description: These changes status of animation instance, which is transient data, which means it won't serialize with this component Because of that reason, it is not safe to be used during construction script Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized

code: bool IsPlaying() const


code: virtual bool IsPlayingNetworkedRootMotionMontage() const


code: virtual bool IsPlayingRootMotionFromEverything() const


code: virtual bool IsPlayingRootMotion() const


description: Are we currently within PostAnimEvaluation.

code: bool IsPostEvaluatingAnimation() const


description: Returns whether we are currently trying to run a parallel animation evaluation task.


description: Currently this only implemented properly for the editor selectable primitives.

code: virtual bool IsShown ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & ShowFlags ) const


description: true if wind is enabled

code: virtual bool IsWindEnabled() const


description:
Given a world position, find the closest point on the physics asset. Note that this is independent of collision and welding. This is based purely on animation position
true if we found a closest point

code: bool K2_GetClosestPointOnPhysicsAsset ( const FVector & WorldPosition, FVector & ClosestWorldPosition, FVector & Normal, [FName](API\Runtime\Core\UObject\FName) & BoneName, float & Distance ) const


description:
Trace a ray against just this component.
true if a hit is found

code: virtual bool LineTraceComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params )


description: Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. Allocates one linked instance to run each of the groups specified in the class, so state is shared. If a layer is not grouped (ie. NAME_None), then state is not shared and a separate linked instance is allocated for each layer node. If InClass is null, then all layers are reset to their defaults.

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


description: Runs through all nodes, attempting to find linked instance by name/tag, then sets the class of each node if the tag matches

code: void LinkAnimGraphByTag ( [FName](API\Runtime\Core\UObject\FName) InTag, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > InClass )


description: Called when the object was loaded from another class via active class redirects.

code: virtual void LoadedFromAnotherClass ( const [FName](API\Runtime\Core\UObject\FName) & OldClassName )


description: Takes sorted array Base and then adds any elements from sorted array Insert which is missing from it, preserving order. this assumes both arrays are sorted and contain unique bone indices.

code: static void MergeInBoneIndexArrays ( [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & BaseArray, const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InsertArray )


description: Override this method for custom behavior for MoveComponent

code: virtual bool MoveComponentImpl ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport )


description: Deprecated* This function is deprecated. Please use SetAnimClass instead.

code: virtual void K2_SetAnimInstanceClass ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass )


code: bool NeedToSpawnPostPhysicsInstance ( bool bForceReinit ) const


description: Notifier when look at control goes beyond of limit - candidate for delegate

code: virtual void NotifySkelControlBeyondLimit ( class USkelControlLookAt * LookAt )


description: Called when the BodyInstance ResponseToChannels, CollisionEnabled or bNotifyRigidBodyCollision changes, in case subclasses want to use that information.

code: virtual void OnComponentCollisionSettingsChanged ( bool bUpdateOverlaps )


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


className: OnLODRequiredBonesUpdate

description: Static Multicaster fired when SkeletalMeshComponent finalizes the regeneration of the required bones list for the current LOD


description: Allows components to wait on outstanding tasks prior to sending EOF update data. Executed on Game Thread and may await tasks.

code: virtual void OnPreEndOfFrameSync()


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

code: virtual void OnRegister()


description: Notify called just before syncing physics update, called only if bNotifySyncComponentToRBPhysics flag is set


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

code: virtual void OnUnregister()


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


code: virtual bool OverlapComponent ( const FVector & Pos, const FQuat & Rot, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape ) const


description: This overrides current AnimationData parameter in the SkeletalMeshComponent. This will serialize when the component serialize so it can be used during construction script. However note that this will override current existing data This can be useful if you'd like to make a blueprint with custom default animation per component This sets single player mode, which means you can't use AnimBlueprint with it

code: void OverrideAnimationData ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate )


description: Parallel evaluation wrappers.

code: void ParallelAnimationEvaluation()


description: Deprecated* Please use PerformAnimationEvaluation with different signature

code: void PerformAnimationEvaluation ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutSpaceBases, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutBoneSpaceTransforms, FVector & OutRootBoneTranslation, [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & OutCurve )


description: Runs the animation evaluation for the current pose into the supplied variables PerformAnimationProcessing runs evaluation based on bInDoEvaluation. PerformAnimationEvaluation always runs evaluation (and exists for backward compatibility)

code: void PerformAnimationEvaluation ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutSpaceBases, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutBoneSpaceTransforms, FVector & OutRootBoneTranslation, [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & OutCurve, [UE::Anim::FMeshAttributeContainer](API\Runtime\Engine\Animation\FMeshAttributeContainer) & OutAttributes )


code: void PerformAnimationProcessing ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, bool bInDoEvaluation, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutSpaceBases, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutBoneSpaceTransforms, FVector & OutRootBoneTranslation, [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & OutCurve )


code: void PerformAnimationProcessing ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, bool bInDoEvaluation, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutSpaceBases, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutBoneSpaceTransforms, FVector & OutRootBoneTranslation, [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & OutCurve, [UE::Anim::FMeshAttributeContainer](API\Runtime\Engine\Animation\FMeshAttributeContainer) & OutAttributes )


description: These changes status of animation instance, which is transient data, which means it won't serialize with this component Because of that reason, it is not safe to be used during construction script Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized

code: void Play ( bool bLooping )


code: void PlayAnimation ( class [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAnimToPlay, bool bLooping )


description: Checked whether we have already ticked the pose this frame

code: bool PoseTickedThisFrame() const


code: void PostAnimEvaluation ( [FAnimationEvaluationContext](API\Runtime\Engine\Components\FAnimationEvaluationContext) & EvaluationContext )


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: 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: Force all bodies in this component to sleep.

code: virtual void PutAllRigidBodiesToSleep()


description: Recalculates the AnimCurveUids array in RequiredBone of this SkeletalMeshComponent based on current required bone set Is called when Skeleton->IsRequiredCurvesUpToDate() = false

code: void RecalcRequiredCurves()


description: Recalculates the RequiredBones array in this SkeletalMeshComponent based on current SkeletalMesh, LOD and PhysicsAsset. Is called when bRequiredBonesUpToDate = false

code: void RecalcRequiredBones ( int32 LODIndex )


description: Destroys and recreates the clothing actors in the current simulation

code: void RecreateClothingActors()


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: Handle registering our pre cloth tick function.

code: void RegisterClothTick ( bool bRegister )


description: Virtual call chain to register all tick functions

code: virtual void RegisterComponentTickFunctions ( bool bRegister )


description: Handle registering our end physics tick function.

code: virtual void RegisterEndPhysicsTick ( bool bRegister )


description: Register/Unregister for OnBoneTransformsFinalized callback

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnBoneTransformsFinalizedDelegate ( const FOnBoneTransformsFinalizedMultiCast::FDelegate & Delegate )


description: Register/Unregister for OnLODRequiredBonesUpdate callback

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnLODRequiredBonesUpdate ( const FOnLODRequiredBonesUpdate & Delegate )


description: Register/Unregister for physics state creation callback

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnPhysicsCreatedDelegate ( const FOnSkelMeshPhysicsCreated & Delegate )


description: Register / Unregister delegates called when the skeletal mesh property is changed

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnSkeletalMeshPropertyChanged ( const [FOnSkeletalMeshPropertyChanged](API\Runtime\Engine\Components\USkeletalMeshComponent\FOnSkeletalMeshP-_1) & Delegate )


description: Register/Unregister for teleport callback

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnTeleportDelegate ( const FOnSkelMeshTeleported & Delegate )


description: Remove all clothing actors from their simulation and clear any other necessary clothing data to leave the simulations in a clean state

code: void ReleaseAllClothingResources()


description: Remove clothing actors from their simulation

code: void RemoveAllClothingActors()


description: Remove a cloth collision source defined by a component

code: void RemoveClothCollisionSource ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSourceComponent )


description: Remove a cloth collision source defined by both a component and a physics asset

code: void RemoveClothCollisionSource ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSourceComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InSourcePhysicsAsset )


description: Subclasses such as DebugSkelMeshComponent keep track of errors in the anim notifies so they can be displayed to the user. This function adds an error. Errors are added uniquely and only removed when they're cleared by ClearAnimNotifyError.

code: virtual void ReportAnimNotifyError ( const [FText](API\Runtime\Core\Internationalization\FText) & Error, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceNotify )


description: Return true if this component needs to sync to tasks before end of frame updates are executed

code: virtual bool RequiresPreEndOfFrameSync() const


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

code: void ResetAllBodiesSimulatePhysics()


description: Byreset, it will allow all the curves to be evaluated

code: void ResetAllowedAnimCurveEvaluation()


description: Informs any active anim instances (main instance, linked instances, post instance) that a dynamics reset is required for example if a teleport occurs.

code: void ResetAnimInstanceDynamics ( ETeleportType InTeleportType )


description: Remove all cloth collision sources

code: void ResetClothCollisionSources()


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

code: void ResetClothTeleportMode()


description: Reset Root BodyIndex

code: void ResetRootBodyIndex()


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

code: void ResumeClothingSimulation()


description: Updates the renderer with the center of mass data

code: virtual void SendRenderDebugPhysics ( [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * OverrideSceneProxy )


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 )


description: [WARNING: Chaos Only] Set all of the bones below passed in bone to be disabled or not for the associated physics solver Bodies will not be colliding or be part of the physics simulation. This is different from SetAllBodiesBelowSimulatePhysics that changes bodies to Kinematic/simulated

code: void SetAllBodiesBelowPhysicsDisabled ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bDisabled, bool bIncludeSelf )


description: Set the linear velocity of the child bodies to match that of the given parent bone

code: void SetAllBodiesBelowLinearVelocity ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, const FVector & LinearVelocity, bool bIncludeSelf )


description: Set all of the bones below passed in bone to be simulated

code: void SetAllBodiesBelowSimulatePhysics ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bNewSimulate, bool bIncludeSelf )


description: Set the movement channel of all bodies

code: void SetAllBodiesCollisionObjectType ( ECollisionChannel NewChannel )


code: void SetAllBodiesBelowPhysicsBlendWeight ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf )


description: Set the rigid body notification state for all bodies.

code: void SetAllBodiesNotifyRigidBodyCollision ( bool bNewNotifyRigidBodyCollision )


code: void SetAllBodiesPhysicsBlendWeight ( float PhysicsBlendWeight, bool bSkipCustomPhysicsType )


description: Set bSimulatePhysics to true for all bone bodies. Does not change the component bSimulatePhysics flag.

code: void SetAllBodiesSimulatePhysics ( bool bNewSimulate )


description: Change the mass scale used fo all bodies in this component

code: virtual void SetAllMassScale ( float InMassScale )


description: Enable or Disable AngularPositionDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.

code: void SetAllMotorsAngularPositionDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType )


description: Enable or Disable AngularVelocityDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.

code: void SetAllMotorsAngularVelocityDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType )


description: Set Angular Drive motors params for all constraint instances

code: void SetAllMotorsAngularDriveParams ( float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType )


code: void SetAllowAnimCurveEvaluation ( bool bInAllow )


description: Sets whether cloth assets should be created/simulated in this component. This will update the conditional flag and you will want to call RecreateClothingActors for it to take effect.

code: void SetAllowClothActors ( bool bInAllow )


description: Resets, and then only allow the following list to be allowed/disallowed

code: void SetAllowedAnimCurvesEvaluation ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & List, bool bAllow )


description: Sets whether or not to allow rigid body animation nodes for this component

code: void SetAllowRigidBodyAnimNode ( bool bInAllow, bool bReinitAnim )


code: virtual void SetAllPhysicsAngularVelocityInRadians ( FVector const & NewVel, bool bAddToCurrent )


description: Set the linear velocity of all bodies in this component.

code: virtual void SetAllPhysicsLinearVelocity ( FVector NewVel, bool bAddToCurrent )


description: Set the rotation of all bodies in this component. If a SkeletalMeshComponent, the root body will be changed to the desired orientation, and the same delta is applied to all other bodies.

code: virtual void SetAllPhysicsRotation ( FRotator NewRot )


description: Set the position of all bodies in this component. If a SkeletalMeshComponent, the root body will be placed at the desired position, and the same delta is applied to all other bodies.

code: virtual void SetAllPhysicsPosition ( FVector NewPos )


code: virtual void SetAllPhysicsRotation ( const FQuat & NewRot )


description: Set whether all bodies in this component should use Continuous Collision Detection

code: virtual void SetAllUseCCD ( bool InUseCCD )


description: Sets the Angular Motion Ranges for a named constraint

code: void SetAngularLimits ( [FName](API\Runtime\Core\UObject\FName) InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle )


description: These changes status of animation instance, which is transient data, which means it won't serialize with this component Because of that reason, it is not safe to be used during construction script Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized

code: void SetAnimation ( class [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAnimToPlay )


description: Below are the interface to control animation when animation mode, not blueprint mode Set the Animation Mode

code: void SetAnimationMode ( [EAnimationMode::Type](API\Runtime\Engine\Components\EAnimationMode__Type) InAnimationMode, bool bForceInitAnimScriptInstance )


description: Set the anim instance class. Clears and re-initializes the anim instance with the new class and sets animation mode to 'AnimationBlueprint'

code: virtual void SetAnimClass ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass )


code: void SetAnimInstanceClass ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass )


description: Changes the value of bNotifyRigidBodyCollision for a given body

code: virtual void SetBodyNotifyRigidBodyCollision ( bool bNewNotifyRigidBodyCollision, [FName](API\Runtime\Core\UObject\FName) BoneName )


code: void SetClothMaxDistanceScale ( float Scale )


description: Set the collision object type on the skeletal mesh

code: virtual void SetCollisionObjectType ( ECollisionChannel Channel )


description: Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset. If profile name is not found the joint is set to use the default constraint profile.

code: void SetConstraintProfile ( [FName](API\Runtime\Core\UObject\FName) JointName, [FName](API\Runtime\Core\UObject\FName) ProfileName, bool bDefaultIfNotFound )


description: Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset for all constraints. If profile name is not found the joint is set to use the default constraint profile.

code: void SetConstraintProfileForAll ( [FName](API\Runtime\Core\UObject\FName) ProfileName, bool bDefaultIfNotFound )


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


description: Deprecated* This function is deprecated. Please use SetAllowAnimCurveEvaluation instead. Note that the meaning is reversed.

code: void SetDisableAnimCurves ( bool bInDisableAnimCurves )


description: Sets whether the post process blueprint is currently running for this component. If it is not currently running, and is set to run, the instance will be reinitialized

code: void SetDisablePostProcessBlueprint ( bool bInDisablePostProcess )


description: Enables or disables gravity for the given bone. NAME_None indicates the root body will be edited. If the bone name given is otherwise invalid, nothing happens.

code: void SetEnableBodyGravity ( bool bEnableGravity, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Enables or disables gravity to all bodies below the given bone. NAME_None indicates all bodies will be edited. In that case, consider using UPrimitiveComponent::EnableGravity.

code: void SetEnableGravityOnAllBodiesBelow ( bool bEnableGravity, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bIncludeSelf )


description: Enables/disables whether this component is affected by gravity. This applies only to components with bSimulatePhysics set to true.

code: virtual void SetEnableGravity ( bool bGravityEnabled )


description: Disable physics blending of bones

code: void SetEnablePhysicsBlending ( bool bNewBlendPhysics )


description: Change whether to force mesh into ref pose (and use cheaper vertex shader)

code: void SetForceRefPose ( bool bNewForceRefPose )


description: Deprecated* Function renamed, please use LinkAnimClassLayers

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


description: Set Morph Target with Name and Value(0-1)

code: void SetMorphTarget ( [FName](API\Runtime\Core\UObject\FName) MorphTargetName, float Value, bool bRemoveZeroWeight )


description: Enable or Disable AngularPositionDrive based on a list of bone names

code: void SetNamedMotorsAngularPositionDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames, bool bSetOtherBodiesToComplement )


description: Enable or Disable AngularVelocityDrive based on a list of bone names

code: void SetNamedMotorsAngularVelocityDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames, bool bSetOtherBodiesToComplement )


description: Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered

code: virtual void SetComponentTickEnabled ( bool bEnabled )


description: Changes the value of bNotifyRigidBodyCollision on all bodies below a given bone

code: virtual void SetNotifyRigidBodyCollisionBelow ( bool bNewNotifyRigidBodyCollision, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bIncludeSelf )


description: Changes the value of bNotifyRigidBodyCollision

code: virtual void SetNotifyRigidBodyCollision ( bool bNewNotifyRigidBodyCollision )


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: This is global set up for setting physics blend weight This does multiple things automatically If PhysicsBlendWeight == 1.f, it will enable Simulation, and if PhysicsBlendWeight == 0.f, it will disable Simulation. Also it will respect each body's setup, so if the body is fixed, it won't simulate. Vice versa So if you'd like all bodies to change manually, do not use this function, but SetAllBodiesPhysicsBlendWeight

code: void SetPhysicsBlendWeight ( float PhysicsBlendWeight )


description: Changes the current PhysMaterialOverride for this component. Note that if physics is already running on this component, this willnotalter its mass/inertia etc, it will only change its surface properties like friction.

code: virtual void SetPhysMaterialOverride ( [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * NewPhysMaterial )


description: These changes status of animation instance, which is transient data, which means it won't serialize with this component Because of that reason, it is not safe to be used during construction script Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized

code: void SetPlayRate ( float Rate )


code: void SetPosition ( float InPos, bool bFireNotifies )


description: Set predicted LOD level.

code: virtual void SetPredictedLODLevel ( int32 InPredictedLODLevel )


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 Root BodyIndex

code: void SetRootBodyIndex ( int32 InBodyIndex )


description: Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). Note that if this component is currently attached to something, beginning simulation will detach it.

code: virtual void SetSimulatePhysics ( bool bSimulate )


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: Set the SkeletalMesh rendered for this mesh.

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


description: Deprecated* This method has been deprecated. Please use SetSkeletalMesh(NewMesh, false) instead.

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


description: Set the new asset to render and update this component (this function is identical to SetSkeletalMesh). TheUSkinnedAssetpointer is first cast to aUSkeletalMesh, therefore this function will only set assets of typeUSkeletalMesh.

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


description: Deprecated* Function renamed, please use LinkAnimGraphByTag

code: void SetSubInstanceClassByTag ( [FName](API\Runtime\Core\UObject\FName) InTag, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > InClass )


description: Sets the teleportation distance threshold.

code: void SetTeleportDistanceThreshold ( float Threshold )


description: Sets the teleportation rotation threshold.

code: void SetTeleportRotationThreshold ( float Threshold )


description: Sets whether or not to force tick component in order to update animation and refresh transform for this component This is supported only in the editor

code: void SetUpdateAnimationInEditor ( const bool NewUpdateState )


description: Sets whether or not to animate cloth in the editor. Requires Update Animation In Editor to also be true. This is supported only in the editor

code: void SetUpdateClothInEditor ( const bool NewUpdateState )


code: virtual bool ShouldBlendPhysicsBones() const


description: Return true ifCreatePhysicsState()should be called. IdeallyCreatePhysicsState()should always succeed if this returns true, but this isn't currently the case

code: virtual bool ShouldCreatePhysicsState() const


description: If VisibilityBasedAnimTickOption == EVisibilityBasedAnimTickOption::OnlyTickMontagesWhenNotRendered Should we tick Montages only?

code: bool ShouldOnlyTickMontages ( const float DeltaTime ) const


description: Returns whether we need to run the Cloth Tick or not.

code: virtual bool ShouldRunClothTick() const


description: whether we should tick animation (we may want to skip it due to URO)

code: bool ShouldTickAnimation() const


code: virtual bool ShouldTickPose() const


description: Conditions used to gate when post process events happen.


code: virtual bool ShouldUpdateTransform ( bool bLODHasChanged ) const


description: We detach the Component once we are done playing it.

code: virtual void SkelMeshCompOnParticleSystemFinished ( class [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSC )


description: Takes a snapshot of this skeletal mesh component's pose and saves it to the specified snapshot. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose

code: void SnapshotPose ( [FPoseSnapshot](API\Runtime\Engine\Animation\FPoseSnapshot) & Snapshot )


description: These changes status of animation instance, which is transient data, which means it won't serialize with this component Because of that reason, it is not safe to be used during construction script Please use OverrideAnimationData for construction script. That will override AnimationData to be serialized

code: void Stop()


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

code: void SuspendClothingSimulation()


description:
Trace a shape against just this component. Will trace against each body, returning as soon as any collision is found. Note that this collision may not be the closest.
true if a hit is found

code: virtual bool SweepComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const FQuat & ShapRotation, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, bool bTraceComplex )


description: Turn off all physics and remove the instance.

code: void TermArticulated()


description: Terminate physics on all bodies below the named bone, effectively disabling collision forever. If you terminate, you won't be able to re-init later.

code: void TermBodiesBelow ( [FName](API\Runtime\Core\UObject\FName) ParentBoneName )


description: Tick Animation system

code: void TickAnimation ( float DeltaTime, bool bNeedsValidRootMotion )


description: Tick all of our anim instances (linked instances, main instance and post process)

code: void TickAnimInstances ( float DeltaTime, bool bNeedsValidRootMotion )


description: Tick Clothing Animation , basically this is called inside TickComponent

code: void TickClothing ( float DeltaTime, [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) & ThisTickFunction )


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: Toggles whether the post process blueprint will run for this component


description: If this component has a valid LeaderPoseComponent and has previously had its cloth bound to the MCP, this function will unbind the cloth and resume simulation.

code: void UnbindClothFromLeaderPoseComponent ( bool bRestoreSimulationSpace )


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

code: void UnbindClothFromMasterPoseComponent ( bool bRestoreSimulationSpace )


description: Unhides the specified bone.

code: virtual void UnHideBone ( int32 BoneIndex )


description: Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. State sharing rules are as with SetLayerOverlay. If InClass is null, does nothing.

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


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 )


code: void UnregisterOnBoneTransformsFinalizedDelegate ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & DelegateHandle )


code: void UnregisterOnLODRequiredBonesUpdate ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & DelegateHandle )


code: void UnregisterOnPhysicsCreatedDelegate ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & DelegateHandle )


code: void UnregisterOnSkeletalMeshPropertyChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Handle )


code: void UnregisterOnTeleportDelegate ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & DelegateHandle )


description: Update the bone mapping on each body instance. This is useful when changing skeletal mesh without recreating bodies

code: void UpdateBoneBodyMapping()


description: Updates cloth collision inside the cloth asset (from a physics asset). Should be called when the physics asset changes and the effects are needed straight away.

code: void UpdateClothCollision()


description: Update the clothing simulation state and trigger the simulation task

code: void UpdateClothStateAndSimulate ( float DeltaTime, [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) & ThisTickFunction )


description: Set the cloth transform update to trigger with no teleport option.

code: void UpdateClothTransform()


description: Updates cloth collision outside the cloth asset (environment collision, child collision, etc...) Should be called when scene changes or world position changes

code: void UpdateClothTransform ( ETeleportType TeleportType )


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

code: virtual void UpdateFollowerComponent()


code: virtual void UpdateCollisionProfile()


description: Iterate over each physics body in the physics for this mesh, and for each 'kinematic' (ie fixed or default if owner isn't simulating) one, update its transform based on the animated transform.

code: void UpdateKinematicBonesToAnim ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InComponentSpaceTransforms, ETeleportType Teleport, bool bNeedsSkinning, EAllowKinematicDeferral DeferralAllowed )


description: Update bHasValidBodies flag

code: void UpdateHasValidBodies()


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: Look up all bodies for broken constraints. Makes sure child bodies of a broken constraints are not fixed and using bone springs, and child joints not motorized.

code: void UpdateMeshForBrokenConstraints()


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: Internal function that updates physics objects to match the component collision settings.


description: Iterate over each joint in the physics for this mesh, setting its AngularPositionTarget based on the animation information.

code: void UpdateRBJointMotors()


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 )


description: Validates the animation asset or blueprint, making sure it is compatible with the current skeleton

code: void ValidateAnimation()


description: Stalls on any currently running clothing simulations.


description: Ensure simulation is running for all bodies in this component.

code: virtual void WakeAllRigidBodies()


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


description: Register an external set of GPU compressed morph targets. These compressed morph targets are GPU only morph targets that will not appear inside the UI and are owned by external systems. Every set of these morph targets has some unique ID.

code: void AddExternalMorphSet ( int32 LOD, int32 ID, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExternalMorphSet](API\Runtime\Engine\Components\FExternalMorphSet) > MorphSet )