Actions
Bone Is Child Of |
Tests if BoneName is child of (or equal to) ParentBoneName. Target is Skinned Mesh Component |
Clear Skin Weight Override |
Clear any applied skin weight override Target is Skinned Mesh Component |
Clear Skin Weight Profile |
Clear the Skin Weight Profile from this component, in case it is set Target is Skinned Mesh Component |
Clear Vertex Color Override |
Clear any applied vertex color override Target is Skinned Mesh Component |
FindClosestBone |
finds the closest bone to the given location Target is Skinned Mesh Component |
Get Bone Index |
Find the index of bone by name. Looks in the current SkeletalMesh being used by this SkeletalMeshComponent. Target is Skinned Mesh Component |
Get Bone Name |
Get Bone Name from index Target is Skinned Mesh Component |
Get Current Skin Weight Profile Name |
Return the name of the Skin Weight Profile that is currently set otherwise returns 'None' Target is Skinned Mesh Component |
Get Delta Transform from Ref Pose |
Get delta transform from reference pose based on BaseNode. This uses last frame up-to-date transform, so it will have a frame delay if you use this info in the AnimGraph Target is Skinned Mesh Component |
Get Forced LOD |
Get ForcedLodModel of the mesh component. Note that the actual forced LOD level is the return value minus one and zero means no forced LOD Target is Skinned Mesh Component |
Get Num Bones |
Returns the number of bones in the skeleton. Target is Skinned Mesh Component |
Get Num LODs |
Get the number of LODs on this component Target is Skinned Mesh Component |
Get Parent Bone |
Get Parent Bone of the input bone Target is Skinned Mesh Component |
Get Ref Pose Position |
Gets the local-space position of a bone in the reference pose. Target is Skinned Mesh Component |
Get Socket Bone Name |
Returns bone name linked to a given named socket on the skeletal mesh component. If you're unsure to deal with sockets or bones names, you can use this function to filter through, and always return the bone name. Target is Skinned Mesh Component |
Get Twist and Swing Angle Of Delta Rotation from Ref Pose |
Get Twist and Swing Angle in Degree of Delta Rotation from Reference Pose in Local space First this function gets rotation of current, and rotation of ref pose in local space, and And gets twist/swing angle value from refpose aligned. Target is Skinned Mesh Component |
Get Vertex Offset Usage |
Get Vertex Offset Usage Target is Skinned Mesh Component |
Hide Bone by Name |
Hides the specified bone with name. Currently this just enforces a scale of 0 for the hidden bones. Compared to HideBone By Index - This keeps track of list of bones and update when LOD changes Target is Skinned Mesh Component |
Is Bone Hidden by Name |
Determines if the specified bone is hidden. Target is Skinned Mesh Component |
Is Material Section Shown |
Returns whether a specific material section is currently hidden on this component (by using ShowMaterialSection) Target is Skinned Mesh Component |
Is Using Skin Weight Profile |
Check whether or not a Skin Weight Profile is currently set Target is Skinned Mesh Component |
Set Forced LOD |
Set ForcedLodModel of the mesh component Target is Skinned Mesh Component |
Set Master Pose Component |
Set MasterPoseComponent for this component Target is Skinned Mesh Component |
Set Min LOD |
Set MinLodModel of the mesh component Target is Skinned Mesh Component |
Set Physics Asset |
Override the Physics Asset of the mesh. It uses SkeletalMesh.PhysicsAsset, but if you'd like to override use this function Target is Skinned Mesh Component |
Set Post Skinning Offsets |
Set Post Skinning Offsets Target is Skinned Mesh Component |
Set Pre Skinning Offsets |
Set Pre Skinning Offsets Target is Skinned Mesh Component |
Set Render Static |
Set whether this skinned mesh should be rendered as static mesh in a reference pose Target is Skinned Mesh Component |
Set Skeletal Mesh |
Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc. Target is Skinned Mesh Component |
Set Skin Weight Override |
Allow override of skin weights on a per-component basis. Target is Skinned Mesh Component |
Set Skin Weight Profile |
Setup an override Skin Weight Profile for this component Target is Skinned Mesh Component |
Set Vertex Color Override |
Allow override of vertex colors on a per-component basis, taking array of Blueprint-friendly LinearColors. Target is Skinned Mesh Component |
Set Vertex Offset Usage |
Set Vertex Offset Usage Target is Skinned Mesh Component |
Show All Material Sections |
Clear any material visibility modifications made by ShowMaterialSection Target is Skinned Mesh Component |
Show Material Section |
Allows hiding of a particular material (by ID) on this instance of a SkeletalMesh. Target is Skinned Mesh Component |
Transform from Bone Space |
Transform a location/rotation in bone relative space to world space. Target is Skinned Mesh Component |
Transform to Bone Space |
Transform a location/rotation from world space to bone relative space. This is handy if you know the location in world space for a bone attachment, as AttachComponent takes location/rotation in bone-relative space. Target is Skinned Mesh Component |
Un Hide Bone by Name |
UnHide the specified bone with name. Currently this just enforces a scale of 0 for the hidden bones. Compared to HideBone By Index - This keeps track of list of bones and update when LOD changes Target is Skinned Mesh Component |
Unload Skin Weight Profile |
Unload a Skin Weight Profile's skin weight buffer (if created) Target is Skinned Mesh Component |