UDebugSkelMeshComponent

Inheritance Hierarchy

Syntax

class UDebugSkelMeshComponent : public USkeletalMeshComponent

Variables

Name Description

Public variable

TArray < FTransf ...

 

AdditiveBasePoses

Storage of Additive Base Pose for when bDisplayAdditiveBasePose == true, as they have to be calculated

Public variable

TArray < FAnimNo ...

 

AnimNotifyErrors

Public variable

TArray < FTransf ...

 

BakedAnimationPoses

Storage of Baked Animation Pose for when bDisplayBakedAnimation == true, as they have to be calculated

Public variable

uint32 : 1

 

bDisplayAdditiveBasePose

Display additive base bone transform

Public variable

uint32 : 1

 

bDisplayBakedAnimation

Display baked animation pose

Public variable

uint32 : 1

 

bDisplayBound

Display Bound

Public variable

uint32 : 1

 

bDisplayNonRetargetedPose

Display non retargeted animation pose

Public variable

uint32 : 1

 

bDisplayRawAnimation

Display raw animation bone transform

Public variable

uint32 : 1

 

bDisplaySourceAnimation

Display source animation pose

Public variable

uint32 : 1

 

bDrawBinormals

Vertex binormal viewing

Public variable

uint32 : 1

 

bDrawBoneInfluences

Bone influences viewing

Public variable

uint32 : 1

 

bDrawMesh

Var Color BoneColor;

Public variable

uint32 : 1

 

bDrawMorphTargetVerts

Morphtarget viewing

Public variable

uint32 : 1

 

bDrawNormals

Vertex normal viewing

Public variable

uint32 : 1

 

bDrawSockets

Socket hit points viewing

Public variable

uint32 : 1

 

bDrawTangents

Vertex tangent viewing

Public variable

bool

 

bIsUsingInGameBounds

Does this component use in game bounds or does it use bounds calculated from bones

Public variable

uint32 : 1

 

bMeshSocketsVisible

Mesh sockets visible?

Public variable

TArray < int32 >

 

BonesOfInterest

Array of bones to render bone weights for

Public variable

bool

 

bPauseClothingSimulationWithAnim

Public variable

bool

 

bPerformSingleClothingTick

Base skel mesh has support for suspending clothing, but single ticks are more of a debug feature when stepping through an animation So we control that using this flag

Public variable

uint32 : 1

 

bPreviewRootMotion

Public variable

uint32 : 1

 

bRenderRawSkeleton

If true, render a wireframe skeleton of the mesh animated with the raw (uncompressed) animation data.

Public variable

uint32 : 1

 

bShowBoneNames

If true then the bone names associated with the skeletal mesh are displayed

Public variable

uint32 : 1

 

bShowClothData

Public variable

uint32 : 1

 

bSkeletonSocketsVisible

Skeleton sockets visible?

Public variable

TArray < class U ...

 

MorphTargetOfInterests

Array of morphtargets to render verts for

Public variable

TArray < FTransf ...

 

NonRetargetedSpaceBases

Storage for non retargeted pose.

Public variable

UAnimPreviewIns ...

 

PreviewInstance

Public variable

UAnimInstance &...

 

SavedAnimScriptInstance

Public variable

int32

 

SectionsDisplayMode

Draw All/ Draw only clothing sections/ Hide only clothing sections

Public variable

FGuid

 

SelectedClothingGuidForPainting

The currently selected asset guid if we're painting, used to build dynamic mesh to paint sim parameters

Public variable

int32

 

SelectedClothingLodForPainting

The currently selected LOD for painting

Public variable

TArray < class U ...

 

SkelMaterials

Array of materials to restore when not rendering blend weights

Public variable

TArray < FVector ...

 

SkinnedSelectedClothingNormals

Public variable

TArray < FVector ...

 

SkinnedSelectedClothingPositions

Public variable

TArray < FTransf ...

 

SourceAnimationPoses

Storage of Source Animation Pose for when bDisplaySourceAnimation == true, as they have to be calculated

Public variable

EPersonaTurnTab ...

 

TurnTableMode

Current turn table mode

Public variable

float

 

TurnTableSpeedScaling

Current turn table speed scaling

Public variable

TArray < FTransf ...

 

UncompressedSpaceBases

Non Compressed SpaceBases for when bDisplayRawAnimation == true

Public variable

int32

 

VisibleClothProperty

Constructors

Name Description

Public function

UDebugSkelMeshComponent

(
    const FObjectInitializer & ObjectIn...
)

UDebugSkelMeshComponent .

Functions

Name Description

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

CheckIfBoundsAreCorrrect()

Test if in-game bounds are as big as preview bounds

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

ConsumeRootMotion

(
    const FVector & FloorMin,
    const FVector & FloorMax
)

Update components position based on animation root motion

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

EnablePreview

(
    bool bEnable,
    UAnimationAsset * PreviewAsset
)

Public function

int32

 

FindCurrentSectionDisplayMode()

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

GetMutableClothingSimulation()

To normal game/runtime code we don't want to expose a non-const pointer to the simulation, so we can only get one from this editor-only component.

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

GetPreviewText()

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

IsPreviewOn()

Preview.

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

IsUsingInGameBounds()

Does it use in-game bounds or bounds calculated from bones

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

RebuildClothingSectionsFixedVerts()

Rebuilds the fixed parameter on the mesh to mesh data, to be used if the editor has changed a vert to be fixed or unfixed otherwise the simulation will not work

Public function

void [UNREALE](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

RefreshSelectedClothingSkinnedPositions()

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

ResetMeshSectionVisibility()

Fixes up the disabled flags so clothing is enabled and originals are disabled as ToggleMeshSectionForCloth will make these get out of sync

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

RestoreClothSectionsVisibility()

Restore all section visibilities to original states for all LODs

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

SetShowBoneWeight

(
    bool bNewShowBoneWeight
)

Update material information depending on color render mode Refresh/replace materials

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

SetShowClothProperty

(
    bool bState
)

Sets the flag used to determine whether or not the current active cloth sim mesh should be rendered

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

SetShowMorphTargetVerts

(
    bool bNewShowMorphTargetVerts
)

Update material information depending on color render mode Refresh/replace materials

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

SetVisibleClothProperty

(
    int32 ClothProperty
)

Sets the cloth propert which should be visualized on the rendered sim mesh

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

ToggleClothSectionsVisibility

(
    bool bShowOnlyClothSections
)

Toggle visibility between cloth sections and non-cloth sections for all LODs if bShowOnlyClothSections is true, shows only cloth sections.

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

ToggleMeshSectionForCloth

(
    FGuid InClothGuid
)

Public function

[UNREALED_API](API\Editor\UnrealEd\Commandlets\UNREALED_API)...

 

UseInGameBounds

(
    bool bUseInGameBounds
)

Set to use in-game bounds or bounds calculated from bones

Overridden from USkeletalMeshComponent

Name Description

Public function Virtual

void

 

CheckClothTeleport()

To avoid clothing reset while modifying properties in Persona

Public function Virtual

void

 

ClearAnimNotifyErrors

(
    UObject * InSourceNotify
)

Clears currently stored errors. Call before triggering anim notifies for a particular mesh.

Public function Virtual

void

 

InitAnim

(
    bool bForceReinit
)

Animation

Public function Virtual

bool

 

IsWindEnabled()

True if wind is enabled

Public function Virtual

void

 

ReportAnimNotifyError

(
    const FText & Error,
    UObject * InSourceNotify
)

Subclasses such as DebugSkelMeshComponent keep track of errors in the anim notifies so they can be displayed to the user.

Protected function Virtual

bool

 

ShouldRunClothTick()

Overridden to support single clothing ticks.

Overridden from USkinnedMeshComponent

Name Description

Public function Virtual

int32

 

GetLODBias()

Get the LOD Bias of this component

Public function Virtual

void

 

PostInitMeshObject

(
    FSkeletalMeshObject *
)

Function to operate on mesh object after its created, but before it's attached.

Public function Virtual

void

 

RefreshBoneTransforms

(
    FActorComponentTickFunction * T...
)

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.)

Public function Virtual

bool

 

ShouldCPUSkin()

Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools

Overridden from UPrimitiveComponent

Name Description

Public function Virtual

FPrimitiveSc ...

 

CreateSceneProxy()

Creates a proxy to represent the primitive to the scene manager in the rendering thread.

Public function Virtual

void

 

GetUsedMaterials

(
    TArray < UMaterialInterface * > ...,
    bool bGetDebugMaterials
)

Retrieves the materials used in this component

Public function Virtual

bool

 

ShouldRenderSelected()

Engine only draw bounds IF selected

Overridden from USceneComponent

Name Description

Public function Virtual

FBoxSphereBo ...

 

CalcBounds

(
    const FTransform & LocalToWorld
)

Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

Overridden from UActorComponent

Name Description

Protected function Virtual

void

 

SendRenderDynamicData_Concurrent()

Called to send dynamic data for this component to the rendering thread

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction * T...
)

Function called every frame on this ActorComponent.

Classes

Name

Description

Public struct

FAnimNotifyErrors

TODO - This is a really poor way to post errors to the user. Work out a better way.

Enums

Name

Description

Public enum

ESectionDisplayMode

References

Module

UnrealEd

Header

Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h