Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h |
Include |
#include "Components/SkinnedMeshComponent.h" |
class USkinnedMeshComponent :
public UMeshComponent,
public ILODSyncInterface
Skinned mesh component that supports bone skinned mesh rendering. This class does not support animation.
Name | Description | ||
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ActiveMorphTargets |
Array indicating all active morph targets. |
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AnimUpdateRateParams |
Animation Update Rate optimization parameters. |
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uint8: 1 |
bBoneVisibilityDirty |
Whether we have updated bone visibility this tick |
|
uint8: 1 |
bCachedLocalBoundsUpToDate |
True when CachedLocalBounds is up to date. |
|
uint8: 1 |
bCanHighlightSelectedSections |
Whether or not we can highlight selected sections - this should really only be done in the editor |
|
uint8: 1 |
bCastCapsuleDirectShadow |
Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for direct shadowing from lights. |
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uint8: 1 |
bCastCapsuleIndirectShadow |
Whether to use the capsule representation (when present) from a skeletal mesh's ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight). |
|
uint8: 1 |
bComponentUseFixedSkelBounds |
Misc.When true, skip using the physics asset etc. |
|
uint8: 1 |
bConsiderAllBodiesForBounds |
If true, when updating bounds from a PhysicsAsset, consider all BodySetups, not just those flagged with bConsiderForBounds. |
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uint8: 1 |
bDisableMorphTarget |
Disable Morphtarget for this component. |
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uint8: 1 |
bDisplayDebugUpdateRateOptimizations |
Enable on screen debugging of update rate optimization. |
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uint8: 1 |
bDoubleBufferedComponentSpaceTransforms |
Are we using double buffered ComponentSpaceTransforms |
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uint8: 1 |
bEnableUpdateRateOptimizations |
Update Rate. |
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uint8: 1 |
bExternalEvaluationRateLimited |
External flag indicating that we may not be evaluated every frame |
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uint8: 1 |
bExternalInterpolate |
Non URO-based interpolation flag |
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uint8: 1 |
bExternalTickRateControlled |
Whether we are externally controlling tick rate |
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uint8: 1 |
bExternalUpdate |
Non URO-based update flag |
|
uint8: 1 |
bForceWireframe |
Forces the mesh to draw in wireframe mode. |
|
uint8: 1 |
bHasValidBoneTransform |
Used to cache previous bone transform or not |
|
uint8: 1 |
bHideSkin |
Don't bother rendering the skin. |
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uint8: 1 |
bIgnoreMasterPoseComponentLOD |
Flag that when set will ensure UpdateLODStatus will not take the MasterPoseComponent's current LOD in consideration when determining the correct LOD level (this requires MasterPoseComponent's LOD to always be >= determined LOD otherwise bone transforms could be missing |
|
uint8: 1 |
bNeedToFlipSpaceBaseBuffers |
Track whether we still need to flip to recently modified buffer |
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BoneVisibilityStates |
Array of bone visibilities (containing one of the values in EBoneVisibilityStatus for each bone). |
|
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uint8: 1 |
bOverrideMinLod |
Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the mesh |
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uint8: 1 |
bPerBoneMotionBlur |
If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance). |
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uint8: 1 |
bRecentlyRendered |
True if mesh has been recently rendered, false otherwise |
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uint8: 1 |
bRenderStatic |
If true, render as static in reference pose. |
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uint8: 1 |
bSkinWeightProfilePending |
Whether or not a Skin Weight profile is currently pending load and creation for this component |
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uint8: 1 |
bSkinWeightProfileSet |
Whether or not a Skin Weight profile is currently set for this component |
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uint8: 1 |
bSyncAttachParentLOD |
If true, this component uses its parents LOD when attached if available ForcedLOD can override this change. |
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uint8: 1 |
bUseBoundsFromMasterPoseComponent |
When true, we will just using the bounds from our MasterPoseComponent. |
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CachedSceneFeatureLevel |
Cache the scene feature level |
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CachedWorldSpaceBounds |
Bounds cached, so they're computed just once. |
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CachedWorldToLocalTransform |
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float |
CapsuleIndirectShadowMinVisibility |
Controls how dark the capsule indirect shadow can be. |
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CurrentBoneTransformRevisionNumber |
Current bone transform revision number |
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CurrentEditableComponentTransforms |
The index for the ComponentSpaceTransforms buffer we can currently write to |
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CurrentReadComponentTransforms |
The index for the ComponentSpaceTransforms buffer we can currently read from |
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CurrentSkinWeightProfileName |
Name of currently set up Skin Weight profile, otherwise is 'none' |
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DebugDrawColor |
Debug draw color |
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float |
ExternalDeltaTime |
Non-URO-based delta time used to tick the pose |
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float |
ExternalInterpolationAlpha |
Non-URO-based interpolation alpha |
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ExternalTickRate |
Record of the tick rate we are using when externally controlled |
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TArray< struct ... |
LODInfo |
LOD array info. Each index will correspond to the LOD index |
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MasterBoneMap |
Mapping between bone indices in this component and the parent one. |
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MasterBoneMapCacheCount |
Incremented every time the master bone map changes. |
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TWeakObjectPtr<... |
MasterPoseComponent |
MasterPoseComponent. |
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float |
MaxDistanceFactor |
High (best) DistanceFactor that was desired for rendering this USkeletalMesh last frame. |
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MeshObject |
Object responsible for sending bone transforms, morph target state etc. to render thread. |
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MinLodModel |
This is the min LOD that this component will use. |
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MissingMasterBoneMap |
Map of missing bone indices->transforms so that calls to GetBoneTransform() succeed when bones are not present in a master mesh when using master-pose. |
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TArray< float > |
MorphTargetWeights |
Array of weights for all morph targets. |
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OnAnimUpdateRateParamsCreated |
Animation update rate control. |
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UPhysicsAsset &... |
PhysicsAssetOverride |
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PreviousBoneVisibilityStates |
Array of bone visibilities (containing one of the values in EBoneVisibilityStatus for each bone). |
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PreviousComponentSpaceTransformsArray |
Array of previous bone transforms |
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RefPoseOverride |
Information for current ref pose override, if present |
|
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USkeletalMesh &... |
SkeletalMesh |
The skeletal mesh used by this component. |
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SkinCacheUsage |
How this Component's LOD uses the skin cache feature. |
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SlavePoseComponents |
If set, this component has slave pose components that are associated with this |
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TSortedMap< FNa... |
SocketOverrideLookup |
Mapping for socket overrides, key is the Source socket name and the value is the override socket name |
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float |
StreamingDistanceMultiplier |
Allows adjusting the desired streaming distance of streaming textures that uses UV 0. |
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VertexOffsetUsage |
||
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VisibilityBasedAnimTickOption |
This is tick animation frequency option based on this component rendered or not or using montage You can change this default value in the INI file Mostly related with performance |
Name | Description | |
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USkinnedMeshComponent ( |
Name | Description | ||
---|---|---|---|
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AddSlavePoseComponent ( |
Add a slave component to the SlavePoseComponents array |
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AddSocketOverride |
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AllocateTransformData() |
Allocate Transform Data array including SpaceBases, BoneVisibilityStates |
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BindWorldDelegates() |
Helpers allowing us to cache feature level |
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BoneIsChildOf |
Tests if BoneName is child of (or equal to) ParentBoneName. |
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CacheRefToLocalMatrices |
Caches the RefToLocal matrices. |
|
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FBoxSphereBo... |
CalcMeshBound ( |
Update Mesh Bound information based on input |
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ClearMotionVector() |
This update renderer with new revision number twice so to clear bone velocity for motion blur or temporal AA |
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ClearRefPoseOverride() |
Clear any applied ref pose override |
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ClearSkinWeightOverride ( |
Clear any applied skin weight override |
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ClearSkinWeightProfile() |
Clear the Skin Weight Profile from this component, in case it is set |
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ClearVertexColorOverride ( |
Clear any applied vertex color override |
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ComputeMinLOD() |
Compute SkeletalMesh MinLOD that will be used by this component |
|
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ComputeSkinnedPositions ( |
CPU evaluation of the positions of all vertices (returned in component space) |
|
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DeallocateTransformData() |
||
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DispatchParallelTickPose ( |
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. |
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EnableExternalEvaluationRateLimiting ( |
Manually enable/disable animation evaluation rate limiting |
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EnableExternalInterpolation ( |
Enable non-URO-based interpolation |
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EnableExternalTickRateControl ( |
Set whether we have our tick rate externally controlled non-URO-based interpolation |
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EnableExternalUpdate ( |
Set us to tick this frame for non-URO-based interpolation |
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FinalizeBoneTransform() |
Finalize bone transform of this current tick After this function, any query to bone transform should be latest of the data |
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FindClosestBone |
Finds the closest bone to the given location |
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FindClosestBone_K2 |
Finds the closest bone to the given location |
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|
UMorphTarget... |
FindMorphTarget ( |
Find a named MorphTarget from the current SkeletalMesh |
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FlipEditableSpaceBases() |
Flip the editable space base buffer |
|
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ForceMotionVector() |
Forcibly update the renderer with a new revision number to assign the current bone velocity for motion blur or temporal AA |
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const USkinn... |
GetBaseComponent() |
|
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GetBoneAxis ( |
Finds a vector pointing along the given axis of the given bone |
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GetBoneIndex ( |
Find the index of bone by name. |
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GetBoneLocation ( |
Get Bone Location |
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GetBoneMatrix ( |
Get Bone Matrix from index |
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GetBoneName ( |
Get Bone Name from index |
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GetBoneNames |
Fills the given array with the names of all the bones in this component's current SkeletalMesh |
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GetBoneQuaternion ( |
Get Bone Rotation in Quaternion |
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GetBoneTransform ( |
Get Bone Transform from index |
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GetBoneTransform ( |
Get world space bone transform from bone index, also specifying the component transform to use |
|
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GetBoneTransformRevisionNumber() |
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const TArray... |
GetBoneVisibilityStates() |
Access BoneVisibilityStates for reading |
|
FBoxSphereBo... |
GetCachedLocalBounds() |
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const TArray... |
GetComponentSpaceTransforms() |
Access ComponentSpaceTransforms for reading |
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GetCPUSkinnedVertices ( |
Get CPU skinned vertices for the specified LOD level. |
|
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GetCPUSkinningEnabled() |
Getter for bCPUSkinning member variable May return a different value from ShouldCPUSkin() |
|
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GetCurrentSkinWeightProfileName() |
Return the name of the Skin Weight Profile that is currently set otherwise returns 'None' |
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const TOptio... |
GetDebugDrawColor() |
Get debug draw color |
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GetDeltaTransformFromRefPose |
Get delta transform from reference pose based on BaseNode. |
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const TArray... |
GetEditableBoneVisibilityStates() |
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GetEditableBoneVisibilityStates() |
Get Access to the current editable bone visibility states |
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GetEditableComponentSpaceTransforms() |
Get Access to the current editable space bases |
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const TArray... |
GetEditableComponentSpaceTransforms() |
|
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GetExternalTickRate() |
Get the external tick rate |
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GetForcedLOD() |
Get ForcedLodModel of the mesh component. |
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GetLODBias() |
Get the LOD Bias of this component |
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const TArray... |
GetMasterBoneMap() |
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GetMaterialPreview() |
Return value of MaterialIndexPreview |
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GetNumBones() |
Returns the number of bones in the skeleton. |
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GetNumComponentSpaceTransforms() |
Get current number of component space transorms |
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GetNumLODs() |
Get the number of LODs on this component |
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GetParentBone ( |
Get Parent Bone of the input bone |
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UPhysicsAsse... |
GetPhysicsAsset() |
Return PhysicsAsset for this SkeletalMeshComponent It will return SkeletalMesh's PhysicsAsset unless PhysicsAssetOverride is set for this component |
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GetPredictedLODLevel() |
Get predicted LOD level. |
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GetPreSkinnedLocalBounds ( |
Get the pre-skinning local space bounds for this component. |
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const TArray... |
GetPreviousBoneVisibilityStates() |
Const getters for previous transform idea |
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const TArray... |
GetPreviousComponentTransformsArray() |
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const FSkelM... |
GetRefPoseOverride() |
Accessor for RefPoseOverride |
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GetRefPosePosition ( |
Gets the local-space position of a bone in the reference pose. |
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GetSectionPreview() |
Return value of SectionIndexPreview |
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GetSelectedEditorMaterial() |
Return value of SelectedEditorMaterial |
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GetSelectedEditorSection() |
Return value of SelectedEditorSection |
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FSkeletalMes... |
GetSkeletalMeshRenderData() |
Gets the skeletal mesh resource used for rendering the component. |
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GetSkinnedVertexPosition ( |
Simple, CPU evaluation of a vertex's skinned position (returned in component space) |
|
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GetSkinnedVertexPosition ( |
Simple, CPU evaluation of a vertex's skinned position (returned in component space) |
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FSkinWeightV... |
GetSkinWeightBuffer ( |
Returns skin weight vertex buffer to use for specific LOD (will look at override) |
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const TArray... |
GetSlavePoseComponents() |
Return current active list of slave components |
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GetSocketBoneName ( |
Returns bone name linked to a given named socket on the skeletal mesh component. |
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USkeletalMes... |
GetSocketByName ( |
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USkeletalMes... |
GetSocketInfoByName ( |
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GetTwistAndSwingAngleOfDeltaRotationFromRefPose ( |
Get Twist and Swing Angle in Degree of Delta Rotation from Reference Pose in Local space |
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GetVertexColor ( |
Returns color of the vertex. |
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GetVertexUV |
Returns texture coordinates of the vertex. |
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HandleFeatureLevelChanged ( |
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HandlePostWorldCreation ( |
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HideBone ( |
Hides the specified bone. You can also set option for physics body. |
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HideBoneByName ( |
Hides the specified bone with name. |
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InitLODInfos() |
Initialize the LOD entries for the component |
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InvalidateCachedBounds() |
Invalidate Cached Bounds, when Mesh Component has been updated. |
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IsBoneHidden ( |
Determines if the specified bone is hidden. |
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IsBoneHiddenByName ( |
Determines if the specified bone is hidden. |
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IsMaterialSectionShown |
Returns whether a specific material section is currently hidden on this component (by using ShowMaterialSection) |
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IsPlayingNetworkedRootMotionMontage() |
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IsPlayingRootMotion() |
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IsPlayingRootMotionFromEverything() |
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IsSkinCacheAllowed ( |
||
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IsSkinWeightProfilePending() |
Check whether or not a Skin Weight Profile is currently pending load / create |
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IsUsingExternalInterpolation() |
Check whether we should be interpolating due to external settings |
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IsUsingExternalTickRateControl() |
Check whether we we have our tick rate externally controlled |
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IsUsingSkinWeightProfile() |
Check whether or not a Skin Weight Profile is currently set |
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PostInitMeshObject |
Function to operate on mesh object after its created, but before it's attached. |
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RebuildVisibilityArray() |
Rebuild BoneVisibilityStates array. Mostly refresh information of bones for BVS_HiddenByParent |
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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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RefreshSlaveComponents() |
Refresh Slave Components if exists |
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RefreshUpdateRateParams() |
Recreates update rate params and internal tracker data |
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ReleaseResources() |
Release any rendering resources owned by this component |
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ReleaseUpdateRateParams() |
Removes update rate params and internal tracker data |
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RemoveAllSocketOverrides() |
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RemoveSlavePoseComponent ( |
Remove a slave component from the SlavePoseComponents array |
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RemoveSocketOverrides ( |
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SetCapsuleIndirectShadowMinVisibility ( |
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SetCastCapsuleDirectShadow ( |
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SetCastCapsuleIndirectShadow ( |
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SetComponentSpaceTransformsDoubleBuffering ( |
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SetCPUSkinningEnabled |
Set whether this component uses CPU skinning Notes: |
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SetDebugDrawColor ( |
Set debug draw color |
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SetDrawDebugSkeleton ( |
Set whether to draw this mesh's debug skeleton |
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SetExternalDeltaTime ( |
Set non-URO-based delta time |
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SetExternalInterpolationAlpha ( |
Set non-URO-based interpolation alpha |
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SetExternalTickRate ( |
Set the external tick rate |
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SetForcedLOD ( |
Set ForcedLodModel of the mesh component |
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SetForceWireframe ( |
Sets the value of the bForceWireframe flag and reattaches the component as necessary. |
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SetMasterPoseComponent ( |
Set MasterPoseComponent for this component |
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SetMaterialPreview ( |
Sets the value of the MaterialIndexPreview option. |
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SetMinLOD ( |
Set MinLodModel of the mesh component |
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SetPhysicsAsset ( |
Override the Physics Asset of the mesh. |
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SetPredictedLODLevel ( |
Set predicted LOD level. |
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SetRefPoseOverride ( |
Apply an override for the current mesh ref pose |
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SetRenderStatic ( |
Set whether this skinned mesh should be rendered as static mesh in a reference pose |
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SetSectionPreview ( |
Sets the value of the SectionIndexPreview option. |
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SetSelectedEditorMaterial ( |
Sets the value of the SelectedEditorMaterial option. |
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SetSelectedEditorSection ( |
Sets the value of the SelectedEditorSection option. |
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SetSkeletalMesh ( |
Change the SkeletalMesh that is rendered for this Component. |
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SetSkinWeightOverride ( |
Allow override of skin weights on a per-component basis. |
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SetSkinWeightProfile ( |
Setup an override Skin Weight Profile for this component |
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SetVertexColorOverride |
Allow override of vertex colors on a per-component basis. |
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SetVertexColorOverride_LinearColor ( |
Allow override of vertex colors on a per-component basis, taking array of Blueprint-friendly LinearColors. |
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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 |
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ShouldDrawDebugSkeleton() |
Get whether to draw this mesh's debug skeleton |
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ShouldTickPose() |
Should tick pose (by calling TickPose) in Tick |
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ShouldUpdateBoneVisibility() |
Return true if it needs update. Return false if not |
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ShouldUpdateTransform ( |
Should update transform in Tick |
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ShouldUseUpdateRateOptimizations() |
||
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ShowAllMaterialSections ( |
Clear any material visibility modifications made by ShowMaterialSection |
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ShowMaterialSection |
Allows hiding of a particular material (by ID) on this instance of a SkeletalMesh. |
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TickPose ( |
Tick Pose, this function ticks and do whatever it needs to do in this frame, should be called before RefreshBoneTransforms |
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TransformFromBoneSpace |
Transform a location/rotation in bone relative space to world space. |
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TransformToBoneSpace |
Transform a location/rotation from world space to bone relative space. |
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UnHideBone ( |
Unhides the specified bone. |
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UnHideBoneByName ( |
UnHide the specified bone with name. |
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UnloadSkinWeightProfile ( |
Unload a Skin Weight Profile's skin weight buffer (if created) |
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UpdateLODStatus() |
Update the PredictedLODLevel and MaxDistanceFactor in the component from its MeshObject. |
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UpdateLODStatus_Internal ( |
Helper function for UpdateLODStatus, called with a valid index for InMasterPoseComponentPredictedLODLevel when updating LOD status for slave components |
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UpdateMasterBoneMap() |
Update MasterBoneMap for MasterPoseComponent and this component |
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UpdateMorphMaterialUsageOnProxy() |
Checks/updates material usage on proxy based on current morph target usage |
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UpdateSkinWeightOverrideBuffer() |
Queues an update of the Skin Weight Buffer used by the current MeshObject |
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UpdateSlaveComponent() |
Update Slave Component. This gets called when MasterPoseComponent!=NULL |
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UpdateVisualizeLODString ( |
Name | Description | ||
---|---|---|---|
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GetMaterialIndex ( |
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GetMaterialSlotNames() |
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GetMaterialStreamingData ( |
Get the material info for texture stremaing. Return whether the data is valid or not. |
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IsMaterialSlotNameValid ( |
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RegisterLODStreamingCallback ( |
Register a one-time callback that will be called when criteria met |
Name | Description | ||
---|---|---|---|
|
FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
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GetNumMaterials() |
Return number of material elements in this primitive |
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GetStreamingRenderAssetInfo ( |
Enumerates the streaming textures/meshes used by the primitive. |
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GetUsedMaterials ( |
Retrieves the materials used in this component |
Name | Description | ||
---|---|---|---|
|
FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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DoesSocketExist ( |
Return true if socket with the given name exists |
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GetSocketTransform ( |
Get world-space socket transform. |
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HasAnySockets() |
Returns true if this component has any sockets |
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QuerySupportedSockets |
Get a list of sockets this component contains |
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UpdateOverlapsImpl ( |
Queries world and updates overlap tracking state for this component. |
Name | Description | ||
---|---|---|---|
|
UObject cons... |
AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable |
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
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RequiresGameThreadEndOfFrameRecreate() |
Return true if this component requires end of frame recreates to happen from the game thread. |
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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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BeginDestroy() |
Called before destroying the object. |
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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GetDetailedInfoInternal() |
This function actually does the work for the GetDetailedInfo() and is virtual. |
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GetResourceSizeEx ( |
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). |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
|
---|---|---|
|
FMissingMasterBoneCacheEntry |
Cached relative transform for slave bones that are missing in the master |
Name | Description | ||
---|---|---|---|
|
uint8: 1 |
bCPUSkinning |
Direct access to bCPUSkinning is deprecated. Please use its getter and setter instead. |
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uint8: 1 |
bDisplayBones_DEPRECATED |
Draw the skeleton hierarchy for this skel mesh. |
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ForcedLodModel |
Direct access to ForcedLodModel is deprecated. Please use its getter and setter instead. |
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|
uint8 & |
MeshComponentUpdateFlag |
MeshComponentUpdateFlag has been renamed VisibilityBasedAnimTickOption |
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PredictedLODLevel |
Direct access to PredictedLODLevel has been deprecated and will be removed in a future version. Please use Get/SetPredictedLODLevel() accessors. |
|
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WireframeColor_DEPRECATED |
Wireframe color |
Name | Description | ||
---|---|---|---|
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GetVertexOffsetUsage ( |
GetVertexOffsetUsage() has been deprecated. Support will be dropped in the future. |
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SetPostSkinningOffsets |
SetPostSkinningOffsets() has been deprecated. Support will be dropped in the future. |
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SetPreSkinningOffsets |
SetPreSkinningOffsets() has been deprecated. Support will be dropped in the future. |
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SetVertexOffsetUsage |
SetVertexOffsetUsage() has been deprecated. Support will be dropped in the future. |