Skeletal Mesh

Skeletal Mesh

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Accumulate All Bodies Below Physics Blend Weight

Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated

Target is Skeletal Mesh Component

Allow Anim Curve Evaluation

Allow Anim Curve Evaluation

Target is Skeletal Mesh Component

Bind Cloth to Master Pose Component

If this component has a valid MasterPoseComponent then this function makes cloth items on the slave component take the transforms of the cloth items on the master component instead of simulating separately. Note: This will FORCE any cloth actor on the master component to simulate in local space. Also The meshes used in the components must be identical for the cloth to bind correctly

Target is Skeletal Mesh Component

Break Constraint

Break a constraint off a Gore mesh.

Target is Skeletal Mesh Component

Clear Morph Targets

Clear all Morph Target that are set to this mesh

Target is Skeletal Mesh Component

Force Cloth Next Update Teleport

Used to indicate we should force 'teleport' during the next call to UpdateClothState, This will transform positions and velocities and thus keep the simulation state, just translate it to a new pose.

Target is Skeletal Mesh Component

Force Cloth Next Update Teleport and Reset

Used to indicate we should force 'teleport and reset' during the next call to UpdateClothState. This can be used to reset it from a bad state or by a teleport where the old state is not important anymore.

Target is Skeletal Mesh Component

Get Allow Rigid Body Anim Node

Get Allow Rigid Body Anim Node

Target is Skeletal Mesh Component

Get Allowed Anim Curve Evaluate

Get Allowed Anim Curve Evaluate

Target is Skeletal Mesh Component

Get Anim Instance

Returns the animation instance that is driving the class (if available). This is typically an instance of the class set as AnimBlueprintGeneratedClass (generated by an animation blueprint) Since this instance is transient, it is not safe to be used during construction script

Target is Skeletal Mesh Component

Get Cloth Max Distance Scale

Get/Set the max distance scale of clothing mesh vertices

Target is Skeletal Mesh Component

Get Current Joint Angles

Gets the current Angular state for a named bone constraint

Target is Skeletal Mesh Component

Get Disable Anim Curves

Get Disable Anim Curves

Target is Skeletal Mesh Component

Get LODSync Debug Text

Returns a string detailing

Target is LODSync Component

Get Morph Target

Get Morph target with given name

Target is Skeletal Mesh Component

Get Post Process Instance

Returns the active post process instance is one is available. This is set on the mesh that this component is using, and is evaluated immediately after the main instance.

Target is Skeletal Mesh Component

Get Socket Location

Get Socket Location

Target is Skeletal Mesh Socket

GetClosestPointOnPhysicsAsset

Given a world position, find the closest point on the physics asset. Note that this is independent of collision and welding. This is based purely on animation position

Target is Skeletal Mesh Component

Has Valid Animation Instance

Returns whether there are any valid instances to run, currently this means whether we have have an animation instance or a post process instance available to process.

Target is Skeletal Mesh Component

Initialize Socket from Location

Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal

Target is Skeletal Mesh Socket

Is Clothing Simulation Suspended

Gets whether or not the clothing simulation is currently suspended

Target is Skeletal Mesh Component

Reset All Bodies Simulate Physics

Allows you to reset bodies Simulate state based on where bUsePhysics is set to true in the BodySetup.

Target is Skeletal Mesh Component

Reset Allowed Anim Curve Evaluation

By reset, it will allow all the curves to be evaluated

Target is Skeletal Mesh Component

Reset Anim Instance Dynamics

Informs any active anim instances (main instance, linked instances, post instance) that a dynamics reset is required for example if a teleport occurs.

Target is Skeletal Mesh Component

Reset Cloth Teleport Mode

Reset the teleport mode of a next update to 'Continuous'

Target is Skeletal Mesh Component

Resume Clothing Simulation

Resumes a previously suspended clothing simulation, teleporting the clothing on the next tick

Target is Skeletal Mesh Component

Set All Bodies Below Physics Blend Weight

Set all of the bones below passed in bone to be simulated

Target is Skeletal Mesh Component

Set All Bodies Below Simulate Physics

Set all of the bones below passed in bone to be simulated

Target is Skeletal Mesh Component

Set All Bodies Physics Blend Weight

Set All Bodies Physics Blend Weight

Target is Skeletal Mesh Component

Set All Bodies Simulate Physics

Set bSimulatePhysics to true for all bone bodies. Does not change the component bSimulatePhysics flag.

Target is Skeletal Mesh Component

Set All Motors Angular Drive Params

Set Angular Drive motors params for all constraint instances

Target is Skeletal Mesh Component

Set All Motors Angular Position Drive

Enable or Disable AngularPositionDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.

Target is Skeletal Mesh Component

Set All Motors Angular Velocity Drive

Enable or Disable AngularVelocityDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.

Target is Skeletal Mesh Component

Set Allow Anim Curve Evaluation

Set Allow Anim Curve Evaluation

Target is Skeletal Mesh Component

Set Allow Rigid Body Anim Node

Sets whether or not to allow rigid body animation nodes for this component

Target is Skeletal Mesh Component

Set Allowed Anim Curves Evaluation

resets, and then only allow the following list to be allowed/disallowed

Target is Skeletal Mesh Component

Set Angular Limits

Sets the Angular Motion Ranges for a named bone

Target is Skeletal Mesh Component

Set Anim Instance Class

Set the anim instance class. Clears and re-initializes the anim instance with the new class and sets animation mode to 'AnimationBlueprint'

Target is Skeletal Mesh Component

Set Cloth Max Distance Scale

Set Cloth Max Distance Scale

Target is Skeletal Mesh Component

Set Disable Anim Curves

Set Disable Anim Curves

Target is Skeletal Mesh Component

Set Enable Physics Blending

Disable physics blending of bones *

Target is Skeletal Mesh Component

Set Morph Target

Set Morph Target with Name and Value(0-1)

Target is Skeletal Mesh Component

Set Physics Blend Weight

This is global set up for setting physics blend weight This does multiple things automatically If PhysicsBlendWeight == 1.f, it will enable Simulation, and if PhysicsBlendWeight == 0.f, it will disable Simulation. Also it will respect each body's setup, so if the body is fixed, it won't simulate. Vice versa So if you'd like all bodies to change manually, do not use this function, but SetAllBodiesPhysicsBlendWeight

Target is Skeletal Mesh Component

Set Update Animation in Editor

Sets whether or not to force tick component in order to update animation and refresh transform for this component This is supported only in the editor

Target is Skeletal Mesh Component

Set Update Cloth in Editor

Sets whether or not to animate cloth in the editor. Requires Update Animation In Editor to also be true. This is supported only in the editor

Target is Skeletal Mesh Component

Suspend Clothing Simulation

Stops simulating clothing, but does not show clothing ref pose. Keeps the last known simulation state

Target is Skeletal Mesh Component

Term Bodies Below

Terminate physics on all bodies below the named bone, effectively disabling collision forever. If you terminate, you won't be able to re-init later.

Target is Skeletal Mesh Component

Toggle Disable Post Process Blueprint

Toggles whether the post process blueprint will run for this component

Target is Skeletal Mesh Component

Unbind Cloth from Master Pose Component

If this component has a valid MasterPoseComponent and has previously had its cloth bound to the MCP, this function will unbind the cloth and resume simulation.

Target is Skeletal Mesh Component

Categories

Animation Blueprint Linking

Animation Blueprint Linking

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