Module |
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Header |
/Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h |
Include |
#include "Animation/DebugSkelMeshComponent.h" |
class UDebugSkelMeshComponent : public USkeletalMeshComponent
Name | Description | ||
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AdditiveBasePoses |
Storage of Additive Base Pose for when bDisplayAdditiveBasePose == true, as they have to be calculated |
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AnimNotifyErrors |
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BakedAnimationPoses |
Storage of Baked Animation Pose for when bDisplayBakedAnimation == true, as they have to be calculated |
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bClothCullBackface |
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bClothFlipNormal |
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uint32: 1 |
bDisplayAdditiveBasePose |
Display additive base bone transform |
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uint32: 1 |
bDisplayBakedAnimation |
Display baked animation pose |
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bDisplayBound |
Display Bound |
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uint32: 1 |
bDisplayNonRetargetedPose |
Display non retargeted animation pose |
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uint32: 1 |
bDisplayRawAnimation |
Display raw animation bone transform |
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uint32: 1 |
bDisplaySourceAnimation |
Display source animation pose |
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bDisplayVertexColors |
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uint32: 1 |
bDrawBinormals |
Vertex binormal viewing |
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uint32: 1 |
bDrawBoneInfluences |
Bone influences viewing |
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uint32: 1 |
bDrawMesh |
Holds onto the bone color that will be used to render the bones of its skeletal mesh If true then the skeletal mesh associated with the component is drawn. |
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uint32: 1 |
bDrawMorphTargetVerts |
Morphtarget viewing |
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uint32: 1 |
bDrawNormals |
Vertex normal viewing |
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uint32: 1 |
bDrawSockets |
Socket hit points viewing |
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uint32: 1 |
bDrawTangents |
Vertex tangent viewing |
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bIsUsingInGameBounds |
Does this component use in game bounds or does it use bounds calculated from bones |
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bIsUsingPreSkinnedBounds |
Does this component use pre-skinned bounds? This overrides other bounds settings |
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uint32: 1 |
bMeshSocketsVisible |
Mesh sockets visible? |
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BonesOfInterest |
Array of bones to render bone weights for |
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bPauseClothingSimulationWithAnim |
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bPerformSingleClothingTick |
Base skel mesh has support for suspending clothing, but single ticks are more of a debug feature when stepping through an animation So we control that using this flag |
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uint32: 1 |
bPreviewRootMotion |
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uint32: 1 |
bRenderRawSkeleton |
If true, render a wireframe skeleton of the mesh animated with the raw (uncompressed) animation data. |
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uint32: 1 |
bShowBoneNames |
If true then the bone names associated with the skeletal mesh are displayed |
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uint32: 1 |
bShowClothData |
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uint32: 1 |
bSkeletonSocketsVisible |
Skeleton sockets visible? |
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CachedClothBounds |
Bounds computed from cloth. |
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float |
ClothMeshOpacity |
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float |
MaxClothPropertyView |
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float |
MinClothPropertyView |
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MorphTargetOfInterests |
Array of morphtargets to render verts for |
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NonRetargetedSpaceBases |
Storage for non retargeted pose. |
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PreviewInstance |
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UAnimInstance &... |
SavedAnimScriptInstance |
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SelectedClothingGuidForPainting |
The currently selected asset guid if we're painting, used to build dynamic mesh to paint sim parameters |
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SelectedClothingLodForPainting |
The currently selected LOD for painting |
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SelectedClothingLodMaskForPainting |
The currently selected mask inside the above LOD to be painted |
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SkelMaterials |
Array of materials to restore when not rendering blend weights |
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SkinnedSelectedClothingNormals |
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SkinnedSelectedClothingPositions |
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SourceAnimationPoses |
Storage of Source Animation Pose for when bDisplaySourceAnimation == true, as they have to be calculated |
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TurnTableMode |
Current turn table mode |
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float |
TurnTableSpeedScaling |
Current turn table speed scaling |
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UncompressedSpaceBases |
Non Compressed SpaceBases for when bDisplayRawAnimation == true |
Name | Description | |
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UDebugSkelMeshComponent ( |
Name | Description | ||
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CanOverrideCollisionProfile() |
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CheckIfBoundsAreCorrrect() |
Test if in-game bounds are as big as preview bounds |
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ConsumeRootMotion |
Update components position based on animation root motion |
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EnablePreview ( |
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const TArray... |
GetDrawBoneIndices() |
Return bone indices to draw |
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GetDrawTransform ( |
Returns the transform of the joint |
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const TArray... |
GetExtendedViewportTextDelegates() |
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IClothingSim... |
GetMutableClothingSimulation() |
To normal game/runtime code we don't want to expose a non-const pointer to the simulation, so we can only get one from this editor-only component. |
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GetNumDrawTransform() |
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GetPreviewRootMotion() |
Get whether we should be previewing root motion |
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GetPreviewText() |
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const FRefer... |
GetReferenceSkeleton() |
Return RefSkeleton for drawing; |
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IsPreviewOn() |
Return true if currently preview animation asset is on |
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IsReferencePoseShown() |
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IsUsingInGameBounds() |
Does it use in-game bounds or bounds calculated from bones |
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IsUsingPreSkinnedBounds() |
Does it use pre-skinned bounds |
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RebuildClothingSectionsFixedVerts() |
Rebuilds the fixed parameter on the mesh to mesh data, to be used if the editor has changed a vert to be fixed or unfixed otherwise the simulation will not work |
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RefreshSelectedClothingSkinnedPositions() |
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FDelegateHan... |
RegisterExtendedViewportTextDelegate ( |
Extended viewport text delegate handling. |
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ResetMeshSectionVisibility() |
Fixes up the disabled flags so clothing is enabled and originals are disabled as ToggleMeshSectionForCloth will make these get out of sync |
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RestoreClothSectionsVisibility() |
Restore all section visibilities to original states for all LODs |
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SetCustomDefaultPose() |
Define Custom Default pose for this component for preview |
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SetMeshSectionVisibilityForCloth |
Find a section using a clothing asset with the given GUID and set its visiblity |
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SetPreviewRootMotion ( |
Set whether we should be previewing root motion. |
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SetShowBoneWeight ( |
Update material information depending on color render mode Refresh/replace materials |
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SetShowClothProperty ( |
Sets the flag used to determine whether or not the current active cloth sim mesh should be rendered |
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SetShowMorphTargetVerts ( |
Update material information depending on color render mode Refresh/replace materials |
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ShowReferencePose ( |
Reference pose for this component we don't want to use default refpose because you still want to move joint when this mode is on |
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ToggleClothSectionsVisibility ( |
Toggle visibility between cloth sections and non-cloth sections for all LODs if bShowOnlyClothSections is true, shows only cloth sections. |
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UnregisterExtendedViewportTextDelegate ( |
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UseInGameBounds ( |
Set to use in-game bounds or bounds calculated from bones |
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UsePreSkinnedBounds ( |
Set to use pre-skinned bounds |
Name | Description | ||
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CheckClothTeleport() |
To avoid clothing reset while modifying properties in Persona |
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ClearAnimNotifyErrors ( |
Clears currently stored errors. Call before triggering anim notifies for a particular mesh. |
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InitAnim ( |
Animation |
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IsWindEnabled() |
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ReportAnimNotifyError |
Subclasses such as DebugSkelMeshComponent keep track of errors in the anim notifies so they can be displayed to the user. |
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SetAnimClass ( |
Set the anim instance class. |
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ShouldRunClothTick() |
Overridden to support single clothing ticks. |
Name | Description | ||
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GetLODBias() |
Get the LOD Bias of this component |
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PostInitMeshObject |
Function to operate on mesh object after its created, but before it's attached. |
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RefreshBoneTransforms ( |
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.) |
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ShouldCPUSkin() |
Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools |
Name | Description | ||
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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GetUsedMaterials ( |
Retrieves the materials used in this component |
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ShouldRenderSelected() |
Engine only draw bounds IF selected |
Name | Description | ||
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
Name | Description | ||
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SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread |
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TickComponent ( |
Function called every frame on this ActorComponent. |
Name |
Description |
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FAnimNotifyErrors |
TODO - This is a really poor way to post errors to the user. Work out a better way. |