USkeletalMeshComponentBudgeted

A skeletal mesh component that has its tick rate governed by a global animation budget

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

AnimationBudgetAllocator

Header

/Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h

Include

#include "SkeletalMeshComponentBudgeted.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(BlueprintSpawnableComponent))
class USkeletalMeshComponentBudgeted : public USkeletalMeshComponent

Remarks

A skeletal mesh component that has its tick rate governed by a global animation budget

Constructors

Name Description

Public function

USkeletalMeshComponentBudgeted

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

GetAutoCalculateSignificance()

Check whether this component auto-calculates its significance

Public function Const

bool

 

GetShouldUseActorRenderedFlag()

Public function Static

FOnCalculate...

 

OnCalculateSignificance()

Get delegate called to calculate significance if bAutoCalculateSignificance = true

Public function

FOnReduceWor...

 

OnReduceWork()

Get delegate called to increase/decrease the amount of work a component performs

Public function

void

 

SetAutoCalculateSignificance

(
    bool bInAutoCalculateSignificance
)

Set this component to automatically calculate its significance

Public function UFunction blueprintsetter

void

 

SetAutoRegisterWithBudgetAllocator

(
    bool bInAutoRegisterWithBudgetAlloc...
)

Set this component to automatically register with the budget allocator

Public function

void

 

SetComponentSignificance

(
    float Significance,
    bool bNeverSkip,
    bool bTickEvenIfNotRendered,
    bool bAllowReducedWork,
    bool bForceInterpolate
)

Updates significance budget if this component has been registered with a AnimationBudgetAllocator

Public function

void

 

SetShouldUseActorRenderedFlag

(
    bool value
)

Overridden from UActorComponent

Name Description

Protected function Virtual

void

 

BeginPlay()

Used to detach physics objects before simulation begins.

Protected function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Ends gameplay for this component.

Public function Virtual

void

 

SetComponentTickEnabled

(
    bool bEnabled
)

Set this component's tick functions to be enabled or disabled.

Constants

Name

Description

OnCalculateSignificanceDelegate

Delegate called to calculate significance if bAutoCalculateSignificance = true

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