unreal.SkinnedMeshComponent
¶
- class unreal.SkinnedMeshComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MeshComponent
Skinned mesh component that supports bone skinned mesh rendering. This class does not support animation. see: USkeletalMeshComponent
C++ Source:
Module: Engine
File: SkinnedMeshComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentaffect_distance_field_lighting
(bool): [Read-Write] Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *affect_dynamic_indirect_lighting
(bool): [Read-Write] Controls whether the primitive should influence indirect lighting.affect_indirect_lighting_while_hidden
(bool): [Read-Write] Controls whether the primitive should affect indirect lighting when hidden. This flag is only used if bAffectDynamicIndirectLighting is true.allow_cull_distance_volume
(bool): [Read-Write] Whether to accept cull distance volumes to modify cached cull distance.always_create_physics_state
(bool): [Read-Write] Indicates if we’d like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you’d like to avoid overhead of creating physics state when triggersapply_impulse_on_damage
(bool): [Read-Write] True for damage to this component to apply physics impulse, false to opt out of these impulses.asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.body_instance
(BodyInstance): [Read-Write] Physics scene information for this component, holds a single rigid body with multiple shapes.bounds_scale
(float): [Read-Write] Scales the bounds of the object. This is useful when using World Position Offset to animate the vertices of the object outside of its bounds. Warning: Increasing the bounds of an object will reduce performance and shadow quality! Currently only used by StaticMeshComponent and SkeletalMeshComponent.cached_max_draw_distance
(float): [Read-Only] The distance to cull this primitive at. A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.can_character_step_up_on
(CanBeCharacterBase): [Read-Write] Determine whether a Character can step up onto this component. This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it. see: FWalkableSlopeOverridecan_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcapsule_indirect_shadow_min_visibility
(float): [Read-Write] Controls how dark the capsule indirect shadow can be.cast_capsule_direct_shadow
(bool): [Read-Write] Whether to use the capsule representation (when present) from a skeletal mesh’s ShadowPhysicsAsset for direct shadowing from lights. This type of shadowing is approximate but handles extremely wide area shadowing well. The softness of the shadow depends on the light’s LightSourceAngle / SourceRadius. This flag will force bCastInsetShadow to be enabled.cast_capsule_indirect_shadow
(bool): [Read-Write] Whether to use the capsule representation (when present) from a skeletal mesh’s ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight).cast_cinematic_shadow
(bool): [Read-Write] Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired.cast_contact_shadow
(bool): [Read-Write] Whether the object should cast contact shadows. This flag is only used if CastShadow is true.cast_dynamic_shadow
(bool): [Read-Write] Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *cast_far_shadow
(bool): [Read-Write] When enabled, the component will be rendering into the far shadow cascades (only for directional lights).cast_hidden_shadow
(bool): [Read-Write] If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.cast_inset_shadow
(bool): [Read-Write] Whether this component should create a per-object shadow that gives higher effective shadow resolution. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled.cast_shadow
(bool): [Read-Write] Controls whether the primitive component should cast a shadow or not.cast_shadow_as_two_sided
(bool): [Read-Write] Whether this primitive should cast dynamic shadows as if it were a two sided material.cast_static_shadow
(bool): [Read-Write] Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.cast_volumetric_translucent_shadow
(bool): [Read-Write] Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces.component_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.component_use_fixed_skel_bounds
(bool): [Read-Write] When true, skip using the physics asset etc. and always use the fixed bounds defined in the SkeletalMesh.consider_all_bodies_for_bounds
(bool): [Read-Write] If true, when updating bounds from a PhysicsAsset, consider _all_ BodySetups, not just those flagged with bConsiderForBounds.consider_for_actor_placement_when_hidden
(bool): [Read-Write] If true, this component will be considered for placement when dragging and placing items in the editor even if it is not visible, such as in the case of hidden collision meshescustom_depth_stencil_value
(int32): [Read-Write] Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)custom_depth_stencil_write_mask
(RendererStencilMask): [Read-Write] Mask used for stencil buffer writes.custom_primitive_data
(CustomPrimitiveData): [Read-Write] Optional user defined default values for the custom primitive data of this primitivedetail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.disable_morph_target
(bool): [Read-Write] Disable Morphtarget for this component.display_debug_update_rate_optimizations
(bool): [Read-Write] Enable on screen debugging of update rate optimization. Red = Skipping 0 frames, Green = skipping 1 frame, Blue = skipping 2 frames, black = skipping more than 2 frames. todo:: turn this into a console command.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classemissive_light_source
(bool): [Read-Write] Whether the primitive will be used as an emissive light source.enable_auto_lod_generation
(bool): [Read-Write] Whether to include this component in HLODs or not.enable_material_parameter_caching
(bool): [Read-Write]enable_update_rate_optimizations
(bool): [Read-Write] if TRUE, Owner will determine how often animation will be updated and evaluated. See AnimUpdateRateTick() This allows to skip frames for performance. (For example based on visibility and size on screen).exclude_for_specific_hlod_levels
(Array[int32]): [Read-Write] deprecated: WARNING: This property has been deprecated, use the SetExcludedFromHLODLevel/IsExcludedFromHLODLevel functions insteadexclude_from_hlod_levels
(uint8): [Read-Write] Which specific HLOD levels this component should be excluded fromexclude_from_light_attachment_group
(bool): [Read-Write] If set, then it overrides any bLightAttachmentsAsGroup set in a parent.fill_collision_underneath_for_navmesh
(bool): [Read-Write] If set, navmesh will not be generated under the surface of the geometryforce_mip_streaming
(bool): [Read-Write] If true, forces mips for textures used by this component to be resident when this component’s level is loaded.forced_lod_model
(int32): [Read-Write]generate_overlap_events
(bool): [Read-Write]hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.hidden_in_scene_capture
(bool): [Read-Write] When true, will not be captured by Scene Capturehlod_batching_policy
(HLODBatchingPolicy): [Read-Write] Determines how the geometry of a component will be incorporated in proxy (simplified) HLODs.holdout
(bool): [Read-Write] If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature is currently only implemented in the Path Tracer.ignore_leader_pose_component_lod
(bool): [Read-Write] Flag that when set will ensure UpdateLODStatus will not take the LeaderPoseComponent’s current LOD in consideration when determining the correct LOD level (this requires LeaderPoseComponent’s LOD to always be >= determined LOD otherwise bone transforms could be missingignore_radial_force
(bool): [Read-Write] Will ignore radial forces applied to this component.ignore_radial_impulse
(bool): [Read-Write] Will ignore radial impulses applied to this component.indirect_lighting_cache_quality
(IndirectLightingCacheQuality): [Read-Write] Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsld_max_draw_distance
(float): [Read-Write] Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.leader_pose_component
(SkinnedMeshComponent): [Read-Write] If set, this SkeletalMeshComponent will not use its SpaceBase for bone transform, but will use the component space transforms from the LeaderPoseComponent. This is used when constructing a character using multiple skeletal meshes sharing the same skeleton within the same Actor.light_attachments_as_group
(bool): [Read-Write] Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together.lighting_channels
(LightingChannels): [Read-Write] Channels that this component should be in. Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.lightmap_type
(LightmapType): [Read-Write] Controls the type of lightmap used for this component.mesh_deformer
(MeshDeformer): [Read-Write] The mesh deformer to use. If no mesh deformer is set from here or the SkeletalMesh, then we fall back to the fixed function deformation.mesh_deformer_instance
(MeshDeformerInstance): [Read-Write] Object containing state for the bound MeshDeformer.mesh_deformer_instance_settings
(MeshDeformerInstanceSettings): [Read-Only] Object containing instance settings for the bound MeshDeformer.min_draw_distance
(float): [Read-Write] The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive’s bounding sphere to the camera position.min_lod_model
(int32): [Read-Write] This is the min LOD that this component will use. (e.g. if set to 2 then only 2+ LOD Models will be used.) This is useful to set on meshes which are known to be a certain distance away and still want to have better LODs when zoomed in on them.mobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.multi_body_overlap
(bool): [Read-Write] If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components.never_distance_cull
(bool): [Read-Write] When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.on_begin_cursor_over
(ComponentBeginCursorOverSignature): [Read-Write] Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controlleron_clicked
(ComponentOnClickedSignature): [Read-Write] Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controlleron_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_begin_overlap
(ComponentBeginOverlapSignature): [Read-Write] Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events. note: When receiving an overlap from another object’s movement, the directions of ‘Hit.Normal’ and ‘Hit.ImpactNormal’ will be adjusted to indicate force from the other object against this object.on_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_component_end_overlap
(ComponentEndOverlapSignature): [Read-Write] Event called when something stops overlapping this component note: Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events.on_component_hit
(ComponentHitSignature): [Read-Write] Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled for this component. note: When receiving a hit from another object’s movement, the directions of ‘Hit.Normal’ and ‘Hit.ImpactNormal’ will be adjusted to indicate force from the other object against this object. note: NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.on_component_physics_state_changed
(ComponentPhysicsStateChanged): [Read-Write] Event called when physics state is created or destroyed for this componenton_component_sleep
(ComponentSleepSignature): [Read-Write] Event called when the underlying physics objects is put to sleepon_component_wake
(ComponentWakeSignature): [Read-Write] Event called when the underlying physics objects is woken upon_end_cursor_over
(ComponentEndCursorOverSignature): [Read-Write] Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controlleron_input_touch_begin
(ComponentOnInputTouchBeginSignature): [Read-Write] Event called when a touch input is received over this component when touch events are enabled in the player controlleron_input_touch_end
(ComponentOnInputTouchEndSignature): [Read-Write] Event called when a touch input is released over this component when touch events are enabled in the player controlleron_input_touch_enter
(ComponentBeginTouchOverSignature): [Read-Write] Event called when a finger is moved over this component when touch over events are enabled in the player controlleron_input_touch_leave
(ComponentEndTouchOverSignature): [Read-Write] Event called when a finger is moved off this component when touch over events are enabled in the player controlleron_released
(ComponentOnReleasedSignature): [Read-Write] Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controlleronly_owner_see
(bool): [Read-Write] If this is True, this component will only be visible when the view actor is the component’s owner, directly or indirectly.overlay_material
(MaterialInterface): [Read-Write] Translucent material to blend on top of this mesh. Mesh will be rendered twice - once with a base material and once with overlay materialoverlay_material_max_draw_distance
(float): [Read-Write] The max draw distance for overlay material. A distance of 0 indicates that overlay will be culled using primitive max distance.override_materials
(Array[MaterialInterface]): [Read-Write] Material overrides.override_min_lod
(bool): [Read-Write] Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the meshowner_no_see
(bool): [Read-Write] If this is True, this component won’t be visible when the view actor is the component’s owner, directly or indirectly.per_bone_motion_blur
(bool): [Read-Write] If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance).physics_asset_override
(PhysicsAsset): [Read-Write] PhysicsAsset is set in SkeletalMesh by default, but you can override with this valuephysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentray_tracing_group_culling_priority
(RayTracingGroupCullingPriority): [Read-Write] Defines how quickly it should be culled. For example buildings should have a low priority, but small dressing should have a high priority.ray_tracing_group_id
(int32): [Read-Write] Defines run-time groups of components. For example allows to assemble multiple parts of a building at runtime. -1 means that component doesn’t belong to any group.receive_mobile_csm_shadows
(bool): [Read-Write] Mobile only: If disabled this component will not receive CSM shadows. (Components that do not receive CSM may have reduced shading cost)receives_decals
(bool): [Read-Write] Whether the primitive receives decals.relative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)render_custom_depth
(bool): [Read-Write] If true, this component will be rendered in the CustomDepth pass (usually used for outlines)render_in_depth_pass
(bool): [Read-Write] If true, this component will be rendered in the depth pass even if it’s not rendered in the main passrender_in_main_pass
(bool): [Read-Write] If true, this component will be rendered in the main pass (z prepass, basepass, transparency)render_static
(bool): [Read-Write] If true, render as static in reference pose.replicate_physics_to_autonomous_proxy
(bool): [Read-Write] True if physics should be replicated to autonomous proxies. This should be true forserver-authoritative simulations, and false for client authoritative simulations.
replicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!return_material_on_move
(bool): [Read-Write] If true, component sweeps will return the material in their hit result. see: MoveComponent(), FHitResultruntime_virtual_textures
(Array[RuntimeVirtualTexture]): [Read-Write] Array of runtime virtual textures into which we draw the mesh for this actor. The material also needs to be set up to output to a virtual texture.self_shadow_only
(bool): [Read-Write] When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled.set_mesh_deformer
(bool): [Read-Write] If true, MeshDeformer will be used. If false, use the default mesh deformer on the SkeletalMesh.should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()single_sample_shadow_from_stationary_lights
(bool): [Read-Write] Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by Lightmass, which are very sparse. This is currently only used on stationary directional lights.skeletal_mesh
(SkeletalMesh): [Read-Write] deprecated: Use USkeletalMeshComponent::GetSkeletalMeshAsset() or GetSkinnedAsset() instead.skin_cache_usage
(Array[SkinCacheUsage]): [Read-Write] How this Component’s LOD uses the skin cache feature. Auto will defer to the asset’s (SkeletalMesh) option. If Ray Tracing is enabled, will imply Enabledskinned_asset
(SkinnedAsset): [Read-Write]static_when_not_moveable
(bool): [Read-Write] When false, the underlying physics body will contain all sim data (mass, inertia tensor, etc) even if mobility is not set to Moveablestreaming_distance_multiplier
(float): [Read-Write] Allows adjusting the desired streaming distance of streaming textures that uses UV 0. 1.0 is the default, whereas a higher value makes the textures stream in sooner from far away. A lower value (0.0-1.0) makes the textures stream in later (you have to be closer). Value can be < 0 (from legcay content, or code changes)sync_attach_parent_lod
(bool): [Read-Write] If true, this component uses its parents LOD when attached if available ForcedLOD can override this change. By default, it will use parent LOD.trace_complex_on_move
(bool): [Read-Write] If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. see: MoveComponent()translucency_sort_distance_offset
(float): [Read-Write] Modified sort distance offset for translucent objects in world units. A positive number will move the sort distance further and a negative number will move the distance closer.Ignored if the object is not translucent. Warning: Adjusting this value will prevent the renderer from correctly sorting based on distance. Only modify this value if you are certain it will not cause visual artifacts.
translucency_sort_priority
(int32): [Read-Write] Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin. This setting is also used to sort objects being drawn into a runtime virtual texture.Ignored if the object is not translucent. The default priority is zero. Warning: This should never be set to a non-default value unless you know what you are doing, as it will prevent the renderer from sorting correctly. It is especially problematic on dynamic gameplay effects.
treat_as_background_for_occlusion
(bool): [Read-Write] Treat this primitive as part of the background for occlusion purposes. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc.use_as_occluder
(bool): [Read-Write] Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects in the depth only pass. todo: if any rendering features rely on a complete depth only pass, this variable needs to go away.use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.use_bounds_from_leader_pose_component
(bool): [Read-Write] When true, we will just using the bounds from our LeaderPoseComponent. This is useful for when we have a Mesh Parented to the main SkelMesh (e.g. outline mesh or a full body overdraw effect that is toggled) that is always going to be the same bounds as parent. We want to do no calculations in that case.virtual_texture_cull_mips
(int8): [Read-Write] Number of lower mips in the runtime virtual texture to skip for rendering this primitive. Larger values reduce the effective draw distance in the runtime virtual texture. This culling method doesn’t take into account primitive size or virtual texture size.virtual_texture_lod_bias
(int8): [Read-Write] Bias to the LOD selected for rendering to runtime virtual textures.virtual_texture_min_coverage
(int8): [Read-Write] Set the minimum pixel coverage before culling from the runtime virtual texture. Larger values reduce the effective draw distance in the runtime virtual texture.virtual_texture_render_pass_type
(RuntimeVirtualTextureMainPassType): [Read-Write] Controls if this component draws in the main pass as well as in the virtual texture.visibility_based_anim_tick_option
(VisibilityBasedAnimTickOption): [Read-Write] * 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 performancevisible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.visible_in_ray_tracing
(bool): [Read-Write] If true, this component will be visible in ray tracing effects. Turning this off will remove it from ray traced reflections, shadows, etc.visible_in_real_time_sky_captures
(bool): [Read-Write] If true, this component will be visible in real-time sky light reflection captures.visible_in_reflection_captures
(bool): [Read-Write] If true, this component will be visible in reflection captures.visible_in_scene_capture_only
(bool): [Read-Write] When true, will only be visible in Scene Capture
- property b_ignore_master_pose_component_lod: bool¶
‘b_ignore_master_pose_component_lod’ was renamed to ‘ignore_leader_pose_component_lod’.
- Type:
deprecated
- property b_use_bounds_from_master_pose_component: bool¶
‘b_use_bounds_from_master_pose_component’ was renamed to ‘use_bounds_from_leader_pose_component’.
- Type:
deprecated
- bone_is_child_of(bone_name, parent_bone_name) bool ¶
Tests if BoneName is child of (or equal to) ParentBoneName.
- property capsule_indirect_shadow_min_visibility: float¶
[Read-Only] Controls how dark the capsule indirect shadow can be.
- Type:
(float)
- property cast_capsule_direct_shadow: bool¶
[Read-Only] Whether to use the capsule representation (when present) from a skeletal mesh’s ShadowPhysicsAsset for direct shadowing from lights. This type of shadowing is approximate but handles extremely wide area shadowing well. The softness of the shadow depends on the light’s LightSourceAngle / SourceRadius. This flag will force bCastInsetShadow to be enabled.
- Type:
(bool)
- property cast_capsule_indirect_shadow: bool¶
[Read-Only] Whether to use the capsule representation (when present) from a skeletal mesh’s ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight).
- Type:
(bool)
- clear_skin_weight_override(lod_index) None ¶
Clear any applied skin weight override
- Parameters:
lod_index (int32) –
- clear_skin_weight_profile() None ¶
Clear the Skin Weight Profile from this component, in case it is set
- clear_vertex_color_override(lod_index) None ¶
Clear any applied vertex color override
- Parameters:
lod_index (int32) –
- property component_use_fixed_skel_bounds: bool¶
[Read-Write] When true, skip using the physics asset etc. and always use the fixed bounds defined in the SkeletalMesh.
- Type:
(bool)
- property consider_all_bodies_for_bounds: bool¶
[Read-Write] If true, when updating bounds from a PhysicsAsset, consider _all_ BodySetups, not just those flagged with bConsiderForBounds.
- Type:
(bool)
- property disable_morph_target: bool¶
[Read-Write] Disable Morphtarget for this component.
- Type:
(bool)
- property display_debug_update_rate_optimizations: bool¶
[Read-Write] Enable on screen debugging of update rate optimization. Red = Skipping 0 frames, Green = skipping 1 frame, Blue = skipping 2 frames, black = skipping more than 2 frames. todo:: turn this into a console command.
- Type:
(bool)
- property enable_update_rate_optimizations: bool¶
[Read-Write] if TRUE, Owner will determine how often animation will be updated and evaluated. See AnimUpdateRateTick() This allows to skip frames for performance. (For example based on visibility and size on screen).
- Type:
(bool)
- find_closest_bone_k2(test_location, ignore_scale=0.000000, require_physics_asset=False) -> (Name, bone_location=Vector)¶
finds the closest bone to the given location
- Parameters:
- Returns:
the name of the bone that was found, or ‘None’ if no bone was found
bone_location (Vector): (optional, out) if specified, set to the world space location of the bone that was found, or (0,0,0) if no bone was found
- Return type:
- get_bone_index(bone_name) int32 ¶
Find the index of bone by name. Looks in the current SkeletalMesh being used by this SkeletalMeshComponent. see: USkeletalMesh::GetBoneIndex.
- Parameters:
bone_name (Name) – Name of bone to look up
- Returns:
Index of the named bone in the current SkeletalMesh. Will return INDEX_NONE if bone not found.
- Return type:
int32
- get_bone_name(bone_index) Name ¶
Get Bone Name from index
- Parameters:
bone_index (int32) – Index of the bone
- Returns:
the name of the bone at the specified index
- Return type:
- get_current_skin_weight_profile_name() Name ¶
Return the name of the Skin Weight Profile that is currently set otherwise returns ‘None’
- Return type:
- get_delta_transform_from_ref_pose(bone_name, base_name='None') Transform ¶
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
- get_forced_lod() int32 ¶
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
- Return type:
int32
- get_num_bones() int32 ¶
Returns the number of bones in the skeleton.
- Return type:
int32
- get_num_lo_ds() int32 ¶
Get the number of LODs on this component
- Return type:
int32
- get_predicted_lod_level() int32 ¶
Get predicted LOD level. This value is usually calculated in UpdateLODStatus, but can be modified by skeletal mesh streaming.
- Return type:
int32
- get_ref_pose_position(bone_index) Vector ¶
Gets the local-space position of a bone in the reference pose.
- Parameters:
bone_index (int32) – Index of the bone
- Returns:
Local space reference position
- Return type:
- get_ref_pose_transform(bone_index) Transform ¶
Gets the local-space transform of a bone in the reference pose.
- Parameters:
bone_index (int32) – Index of the bone
- Returns:
Local space reference transform
- Return type:
- get_skeletal_mesh_deprecated() SkeletalMesh ¶
Get Skeletal Mesh DEPRECATED deprecated: Use USkeletalMeshComponent::GetSkeletalMeshAsset() or GetSkinnedAsset() instead.
- Return type:
- get_skinned_asset() SkinnedAsset ¶
Get the SkinnedAsset rendered for this mesh.
- Returns:
the SkinnedAsset set to this mesh.
- Return type:
- get_socket_bone_name(socket_name) 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.
- get_twist_and_swing_angle_of_delta_rotation_from_ref_pose(bone_name) (out_twist_angle=float, out_swing_angle=float) or None ¶
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.
- Parameters:
bone_name (Name) – Name of the bone
- Returns:
true if succeed. False otherwise. Often due to incorrect bone name.
out_twist_angle (float): TwistAngle in degree
out_swing_angle (float): SwingAngle in degree
- Return type:
tuple or None
- get_vertex_offset_usage(lod_index) int32 ¶
Get Vertex Offset Usage
- Parameters:
lod_index (int32) –
- Return type:
int32
- hide_bone_by_name(bone_name, phys_body_option) None ¶
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
- Parameters:
bone_name (Name) – Name of bone to hide
phys_body_option (PhysBodyOp) – Option for physics bodies that attach to the bones to be hidden
- property ignore_leader_pose_component_lod: bool¶
[Read-Only] Flag that when set will ensure UpdateLODStatus will not take the LeaderPoseComponent’s current LOD in consideration when determining the correct LOD level (this requires LeaderPoseComponent’s LOD to always be >= determined LOD otherwise bone transforms could be missing
- Type:
(bool)
Determines if the specified bone is hidden.
- is_material_section_shown(material_id, lod_index) bool ¶
Returns whether a specific material section is currently hidden on this component (by using ShowMaterialSection)
- Parameters:
material_id (int32) –
lod_index (int32) –
- Return type:
- is_using_skin_weight_profile() bool ¶
Check whether or not a Skin Weight Profile is currently set
- Return type:
- property leader_pose_component: SkinnedMeshComponent¶
[Read-Only] If set, this SkeletalMeshComponent will not use its SpaceBase for bone transform, but will use the component space transforms from the LeaderPoseComponent. This is used when constructing a character using multiple skeletal meshes sharing the same skeleton within the same Actor.
- Type:
- property master_pose_component: SkinnedMeshComponent¶
‘master_pose_component’ was renamed to ‘leader_pose_component’.
- Type:
deprecated
- property mesh_component_update_flag: VisibilityBasedAnimTickOption¶
‘mesh_component_update_flag’ was renamed to ‘visibility_based_anim_tick_option’.
- Type:
deprecated
- property mesh_deformer: MeshDeformer¶
[Read-Only] The mesh deformer to use. If no mesh deformer is set from here or the SkeletalMesh, then we fall back to the fixed function deformation.
- Type:
- property mesh_deformer_instance: MeshDeformerInstance¶
[Read-Only] Object containing state for the bound MeshDeformer.
- Type:
- property mesh_deformer_instance_settings: MeshDeformerInstanceSettings¶
[Read-Only] Object containing instance settings for the bound MeshDeformer.
- Type:
- property min_lod_model: int¶
[Read-Only] This is the min LOD that this component will use. (e.g. if set to 2 then only 2+ LOD Models will be used.) This is useful to set on meshes which are known to be a certain distance away and still want to have better LODs when zoomed in on them.
- Type:
(int32)
- property override_min_lod: bool¶
[Read-Only] Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the mesh
- Type:
(bool)
- property per_bone_motion_blur: bool¶
[Read-Only] If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance).
- Type:
(bool)
- property physics_asset_override: PhysicsAsset¶
[Read-Only] PhysicsAsset is set in SkeletalMesh by default, but you can override with this value
- Type:
- set_capsule_indirect_shadow_min_visibility(new_value) None ¶
Set Capsule Indirect Shadow Min Visibility
- Parameters:
new_value (float) –
- set_cast_capsule_direct_shadow(new_value) None ¶
Set Cast Capsule Direct Shadow
- Parameters:
new_value (bool) –
- set_cast_capsule_indirect_shadow(new_value) None ¶
Set Cast Capsule Indirect Shadow
- Parameters:
new_value (bool) –
- set_forced_lod(new_forced_lod) None ¶
Set ForcedLodModel of the mesh component
- Parameters:
new_forced_lod (int32) – Set new ForcedLODModel that forces to set the incoming LOD. Range from [1, Max Number of LOD]. This will affect in the next tick update.
- set_leader_pose_component(new_leader_bone_component, force_update=False, follower_should_tick_pose=False) None ¶
Set LeaderPoseComponent for this component
- Parameters:
new_leader_bone_component (SkinnedMeshComponent) – New LeaderPoseComponent
force_update (bool) – If false, the function will be skipped if NewLeaderBoneComponent is the same as currently setup (default)
follower_should_tick_pose (bool) – If false, Follower components will not execute TickPose (default)
- set_master_pose_component(new_leader_bone_component: SkinnedMeshComponent, force_update: bool = False, follower_should_tick_pose: bool = False) None ¶
deprecated: ‘set_master_pose_component’ was renamed to ‘set_leader_pose_component’.
- set_mesh_deformer(mesh_deformer) None ¶
Change the MeshDeformer that is used for this Component.
- Parameters:
mesh_deformer (MeshDeformer) – New mesh deformer to set for this component
- set_min_lod(new_min_lod) None ¶
Set MinLodModel of the mesh component
- Parameters:
new_min_lod (int32) – Set new MinLodModel that make sure the LOD does not go below of this value. Range from [0, Max Number of LOD - 1]. This will affect in the next tick update.
- set_physics_asset(new_physics_asset, force_re_init=False) None ¶
Override the Physics Asset of the mesh. It uses SkeletalMesh.PhysicsAsset, but if you’d like to override use this function
- Parameters:
new_physics_asset (PhysicsAsset) – New PhysicsAsset
force_re_init (bool) – Force reinitialize
- set_render_static(new_value) None ¶
Set whether this skinned mesh should be rendered as static mesh in a reference pose
- Parameters:
new_value (bool) –
- set_skeletal_mesh(new_mesh: SkinnedAsset, reinit_pose: bool = True) None ¶
deprecated: ‘set_skeletal_mesh’ was renamed to ‘set_skinned_asset_and_update’.
- set_skin_weight_override(lod_index, skin_weights) None ¶
Allow override of skin weights on a per-component basis.
- Parameters:
lod_index (int32) –
skin_weights (Array[SkelMeshSkinWeightInfo]) –
- set_skin_weight_profile(profile_name) bool ¶
Setup an override Skin Weight Profile for this component
- set_skinned_asset_and_update(new_mesh, reinit_pose=True) None ¶
Change the SkinnedAsset that is rendered for this Component. Will re-initialize the animation tree etc.
- Parameters:
new_mesh (SkinnedAsset) – New mesh to set for this component
reinit_pose (bool) – Whether we should keep current pose or reinitialize.
- set_vertex_color_override_linear_color(lod_index, vertex_colors) None ¶
Allow override of vertex colors on a per-component basis, taking array of Blueprint-friendly LinearColors.
- Parameters:
lod_index (int32) –
vertex_colors (Array[LinearColor]) –
- set_vertex_offset_usage(lod_index, usage) None ¶
Set Vertex Offset Usage
- Parameters:
lod_index (int32) –
usage (int32) –
- show_all_material_sections(lod_index) None ¶
Clear any material visibility modifications made by ShowMaterialSection
- Parameters:
lod_index (int32) –
- show_material_section(material_id, section_index, show, lod_index) None ¶
Allows hiding of a particular material (by ID) on this instance of a SkeletalMesh.
- Parameters:
material_id (int32) – Index of the material show/hide
section_index (int32) –
show (bool) – True to show the material, false to hide it
lod_index (int32) – Index of the LOD to modify material visibility within
- property skeletal_mesh: SkeletalMesh¶
[Read-Only] deprecated: Use USkeletalMeshComponent::GetSkeletalMeshAsset() or GetSkinnedAsset() instead.
- Type:
- property skin_cache_usage: None¶
[Read-Only] How this Component’s LOD uses the skin cache feature. Auto will defer to the asset’s (SkeletalMesh) option. If Ray Tracing is enabled, will imply Enabled
- Type:
- property skinned_asset: SkinnedAsset¶
[Read-Only]
- Type:
- property streaming_distance_multiplier: float¶
[Read-Write] Allows adjusting the desired streaming distance of streaming textures that uses UV 0. 1.0 is the default, whereas a higher value makes the textures stream in sooner from far away. A lower value (0.0-1.0) makes the textures stream in later (you have to be closer). Value can be < 0 (from legcay content, or code changes)
- Type:
(float)
- property sync_attach_parent_lod: bool¶
[Read-Write] If true, this component uses its parents LOD when attached if available ForcedLOD can override this change. By default, it will use parent LOD.
- Type:
(bool)
- transform_from_bone_space(bone_name, position, rotation) -> (out_position=Vector, out_rotation=Rotator)¶
Transform a location/rotation in bone relative space to world space.
- transform_to_bone_space(bone_name, position, rotation) -> (out_position=Vector, out_rotation=Rotator)¶
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.
- un_hide_bone_by_name(bone_name) None ¶
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
- Parameters:
bone_name (Name) – Name of bone to unhide
- unload_skin_weight_profile(profile_name) None ¶
Unload a Skin Weight Profile’s skin weight buffer (if created)
- Parameters:
profile_name (Name) –
- property use_bounds_from_leader_pose_component: bool¶
[Read-Write] When true, we will just using the bounds from our LeaderPoseComponent. This is useful for when we have a Mesh Parented to the main SkelMesh (e.g. outline mesh or a full body overdraw effect that is toggled) that is always going to be the same bounds as parent. We want to do no calculations in that case.
- Type:
(bool)
- property visibility_based_anim_tick_option: VisibilityBasedAnimTickOption¶
[Read-Write] * 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
- Type: