ASkeletalMeshActor

SkeletalMeshActor is an instance of a [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) in the world.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/SkeletalMeshActor.h

Include

#include "Animation/SkeletalMeshActor.h"

Syntax

class ASkeletalMeshActor :
    public AActor,
    public IMatineeAnimInterface

Remarks

SkeletalMeshActor is an instance of a USkeletalMesh in the world. Skeletal meshes are deformable meshes that can be animated and change their geometry at run-time. Skeletal meshes dragged into the level from the Content Browser are automatically converted to StaticMeshActors.

Variables

Name Description

Public variable

uint32: 1

 

bShouldDoAnimNotifies

Whether or not this actor should respond to anim notifies - CURRENTLY ONLY AFFECTS PlayParticleEffect NOTIFIES

Public variable

UMaterialInterf...

 

ReplicatedMaterial0

Used to replicate the material in index 0

Public variable

UMaterialInterf...

 

ReplicatedMaterial1

Public variable

USkeletalMesh &...

 

ReplicatedMesh

Used to replicate mesh to clients

Public variable

UPhysicsAsset &...

 

ReplicatedPhysAsset

Used to replicate physics asset to clients

Constructors

Name Description

Public function

ASkeletalMeshActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

USkeletalMes...

 

GetSkeletalMeshComponent()

Returns SkeletalMeshComponent subobject

Public function Virtual

void

 

OnRep_ReplicatedMaterial0()

Public function Virtual

void

 

OnRep_ReplicatedMaterial1()

Public function Virtual

void

 

OnRep_ReplicatedMesh()

Replication Notification Callbacks

Public function Virtual

void

 

OnRep_ReplicatedPhysAsset()

Overridden from AActor

Name Description

Public function Virtual

void

 

CheckForErrors()

Check SkeletalMeshActor for errors.

Public function Virtual

void

 

EditorReplacedActor

(
    AActor* OldActor
)

Called by ReplaceSelectedActors to allow a new actor to copy properties from an old actor when it is replaced

Public function Virtual Const

bool

 

GetReferencedContentObjects

(
    TArray< UObject* >& Objects
)

Used by the "Sync to Content Browser" right-click menu option in the editor.

Public function Virtual

void

 

PostInitializeComponents()

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Overridden from UObject

Name Description

Protected function Virtual Const

FString

 

GetDetailedInfoInternal()

This function actually does the work for the GetDetailedInfo() and is virtual.

Public function Virtual Const

void

 

GetLifetimeReplicatedProps

(
    TArray< FLifetimeProperty >& OutLi...
)

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

Public function Virtual

void

 

LoadedFromAnotherClass

(
    const FName& OldClassName
)

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

Overridden from IMatineeAnimInterface

Name Description

Public function Virtual

void

 

BeginAnimControl

(
    UInterpGroup* InInterpGroup
)

Called when we start an AnimControl track operating on this Actor.

Public function Virtual

void

 

FinishAnimControl

(
    UInterpGroup* InInterpGroup
)

Called when we are done with the AnimControl track.

Public function Virtual

void

 

GetAnimControlSlotDesc

(
    TArray< struct FAnimSlotDesc >& Ou...
)

Other.

Public function Virtual

void

 

PreviewBeginAnimControl

(
    UInterpGroup* InInterpGroup
)

Editor preview support.

Public function Virtual

void

 

PreviewFinishAnimControl

(
    UInterpGroup* InInterpGroup
)

Called by Matinee when we close it after we have been controlling animation on this Actor.

Public function Virtual

void

 

PreviewSetAnimPosition

(
    FName SlotName,
    int32 ChannelIndex,
    UAnimSequence* InAnimSequence,
    float InPosition,
    bool bLooping,
    bool bFireNotifies,
    float AdvanceTime
)

Called each frame by Matinee to update the desired sequence by name and position within it.

Public function Virtual

void

 

PreviewSetAnimWeights

(
    TArray< FAnimSlotInfo >& SlotInfos
)

Called each frame by Matinee to update the desired animation channel weights for this Actor.

Public function Virtual

void

 

SetAnimPosition

(
    FName SlotName,
    int32 ChannelIndex,
    UAnimSequence* InAnimSequence,
    float InPosition,
    bool bFireNotifies,
    bool bLooping
)

Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

Public function Virtual

void

 

SetAnimWeights

(
    const TArray< struct FAnimSlotInfo ...
)

Called each from while the Matinee action is running, to set the animation weights for the actor.

Deprecated Variables

Name Description

Public variable

uint32: 1

 

bWakeOnLevelStart_DEPRECATED

See Also

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