USkeletalMeshComponent::UpdateKinematicBonesToAnim

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.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h

Include

#include "Components/SkeletalMeshComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysAnim.cpp

Syntax

void UpdateKinematicBonesToAnim
(
    const TArray< FTransform > & InComponentSpaceTransforms,
    ETeleportType Teleport,
    bool bNeedsSkinning,
    EAllowKinematicDeferral DeferralAllowed
)

Remarks

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.

Parameters

Parameter

Description

InComponentSpaceTransforms

Array of bone transforms in component space

Teleport

Whether movement is a 'teleport' (ie infers no physics velocity, but moves simulating bodies) or not

bNeedsSkinning

Whether we may need to send new triangle data for per-poly skeletal mesh collision

AllowDeferral

Whether we can defer actual update of bodies (if 'physics only' collision)

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