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Engine.SkeletalMesh

Extends
Object
Modifiers
native ( SkeletalMesh ) noexport dependson ( ApexClothingAsset ) hidecategories ( Object )

Contains the shared data that is used by all SkeletalMeshComponents (instances). Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SkeletalMesh

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbHasVertexColors
BoxSphereBoundsBounds
array<pointer>CachedSoftBodyMeshes
array<float>CachedSoftBodyMeshScales
array<float>CachedStreamingTextureFactors
array<int>ClothIndexBuffer
array<pointer>ClothMesh
array<float>ClothMeshScale
array<float>ClothMovementScale
array<int>ClothToGraphicsVertMap
Map_MirrorClothTornTriMap
array<int>ClothWeldedIndices
intClothWeldingDomain
array<int>ClothWeldingMap
array<bool>GraphicsIndexIsCloth
IndirectArray_MirrorLODModels
mapNameIndexMap
intNumFreeClothVerts
array<int>PerPolyBoneKDOPs
array<AnimNode.BoneAtom>RefBasesInvMatrix
array<int>RefSkeleton
intReleaseResourcesFence
intSkeletalDepth
qwordSkelMeshRUID
array<SkeletalMeshSocket>Sockets
array<int>SoftBodySurfaceIndices
array<int>SoftBodySurfaceToGraphicsVertMap
array<int>SoftBodyTetraIndices
array<SoftBodyTetraLink>SoftBodyTetraLinks
array<vector>SoftBodyTetraVertsUnscaled
Cloth
boolbEnableClothBendConstraints
boolbEnableClothDamping
boolbEnableClothLineChecks
boolbEnableClothTearing
boolbEnableValidBounds
boolbHardStretchLimit
boolbLimitClothToAnimMesh
boolbUseClothCOMDamping
floatClothBendStiffness
array<name>ClothBones
floatClothDamping
floatClothDensity
floatClothFriction
intClothHierarchicalIterations
intClothHierarchyLevels
intClothIterations
ClothMovementScaleGenClothMovementScaleGenMode
floatClothStretchStiffness
floatClothTearFactor
intClothTearReserve
floatClothThickness
floatClothToAnimMeshMaxDist
floatHardStretchLimitFactor
VectorValidBoundsMax
VectorValidBoundsMin
ClothAdvanced
boolbClothMetal
boolbEnableClothOrthoBendConstraints
boolbEnableClothPressure
boolbEnableClothSelfCollision
boolbEnableClothTwoWayCollision
boolbForceNoWelding
floatClothAttachmentResponseCoefficient
floatClothAttachmentTearFactor
floatClothCollisionResponseCoefficient
floatClothMetalImpulseThreshold
floatClothMetalMaxDeformationDistance
floatClothMetalPenetrationDepth
floatClothPressure
floatClothRelativeGridSpacing
floatClothSleepLinearVelocity
array<ClothSpecialBoneInfo>ClothSpecialBones
SkeletalMesh
array<name>AddToParentPerPolyCollisionBone
boolbForceCPUSkinning
array<string>BoneBreakNames
array<BoneBreakOption>BoneBreakOptions
PhysicsAssetBoundsPreviewAsset
boolbPerPolyUseSoftWeighting
boolbUseFullPrecisionUVs
boolbUsePackedPosition
boolbUseSimpleBoxCollision
boolbUseSimpleLineCollision
array<ApexClothingAsset>ClothingAssets
FaceFXAssetFaceFXAsset
intLODBiasPC
intLODBiasPS3
intLODBiasXbox360
array<SkeletalMeshLODInfo>LODInfo
array<MaterialInterface>Materials
vectorOrigin
array<name>PerPolyCollisionBones
array<MorphTargetSet>PreviewMorphSets
rotatorRotOrigin
EAxisSkelMirrorAxis
EAxisSkelMirrorFlipAxis
array<BoneMirrorInfo>SkelMirrorTable
stringSourceFilePath
stringSourceFileTimestamp
floatStreamingDistanceMultiplier
SoftBody
boolbEnableSoftBodyDamping
boolbEnableSoftBodyLineChecks
boolbEnableSoftBodySelfCollision
boolbEnableSoftBodyTwoWayCollision
boolbSoftBodyIsoSurface
boolbUseSoftBodyCOMDamping
floatSoftBodyAttachmentResponse
floatSoftBodyAttachmentTearFactor
floatSoftBodyAttachmentThreshold
array<name>SoftBodyBones
floatSoftBodyCollisionResponse
floatSoftBodyDamping
floatSoftBodyDensity
floatSoftBodyDetailLevel
floatSoftBodyFriction
floatSoftBodyParticleRadius
floatSoftBodyRelativeGridSpacing
floatSoftBodySleepLinearVelocity
intSoftBodySolverIterations
array<SoftBodySpecialBoneInfo>SoftBodySpecialBones
floatSoftBodyStretchingStiffness
intSoftBodySubdivisionLevel
floatSoftBodyVolumeStiffness
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
BoneBreakOption
BONEBREAK_SoftPreferred, BONEBREAK_AutoDetect, BONEBREAK_RigidPreferred
ClothBoneType
CLOTHBONE_Fixed, CLOTHBONE_BreakableAttachment, CLOTHBONE_TearLine
ClothMovementScaleGen
ECMDM_DistToFixedVert, ECMDM_VertexBoneWeight, ECMDM_Empty,
SoftBodyBoneType
SOFTBODYBONE_Fixed, SOFTBODYBONE_BreakableAttachment, SOFTBODYBONE_TwoWayAttachment,
TriangleSortAxis
TSA_X_Axis, TSA_Y_Axis, TSA_Z_Axis,
TriangleSortOption
TRISORT_None, TRISORT_CenterRadialDistance, TRISORT_Random, TRISORT_Tootle, TRISORT_MergeContiguous, TRISORT_Custom, TRISORT_CustomLeftRight,
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
BoneMirrorExport
BoneName, SourceBoneName, BoneFlipAxis
BoneMirrorInfo
SourceIndex, BoneFlipAxis
ClothSpecialBoneInfo
BoneName, BoneType, AttachedVertexIndices
SkeletalMeshLODInfo
DisplayFactor, LODHysteresis, LODMaterialMap, bEnableShadowCasting, TriangleSorting, TriangleSortSettings
SoftBodySpecialBoneInfo
BoneName, BoneType, AttachedVertexIndices
SoftBodyTetraLink
Index, Bary
TriangleSortSettings
TriangleSorting, CustomLeftRightAxis, CustomLeftRightBoneName
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bHasVertexColors Source code

var bool bHasVertexColors;
Whether or not the mesh has vertex colors

Bounds Source code

var const native BoxSphereBounds Bounds;

CachedSoftBodyMeshes Source code

var const native transient array<pointer> CachedSoftBodyMeshes;
Cache of pointers to NxSoftBodyMesh objects at different scales.

CachedSoftBodyMeshScales Source code

var const native transient array<float> CachedSoftBodyMeshScales;
Scale of each of the NxSoftBodyMesh objects in cache. This array is same size as CachedSoftBodyMeshes.

CachedStreamingTextureFactors Source code

var const native array<float> CachedStreamingTextureFactors;
The cached streaming texture factors. If the array doesn't have MAX_TEXCOORDS entries in it, the cache is outdated.

ClothIndexBuffer Source code

var const array<int> ClothIndexBuffer;
Index buffer for simulation cloth.

ClothMesh Source code

var const native transient array<pointer> ClothMesh;
Cache of ClothMesh objects at different scales.

ClothMeshScale Source code

var const native transient array<float> ClothMeshScale;
Scale of each of the ClothMesh objects in cache. This array is same size as ClothMesh.

ClothMovementScale Source code

var const array<float> ClothMovementScale;
Scaling (per vertex) for how far cloth vert can move from its animated position

ClothToGraphicsVertMap Source code

var const array<int> ClothToGraphicsVertMap;
Mapping between each vertex in the simulation mesh and the graphics mesh. This is ordered so that 'free' vertices are first, and then after NumFreeClothVerts they are 'fixed' to the skinned mesh.

ClothTornTriMap Source code

var const native Map_Mirror ClothTornTriMap;
Map which maps from a set of 3 triangle indices packet in a 64bit to the location in the index buffer, Used to update indices for torn triangles. Note: This structure is lazy initialized when a torn cloth mesh is created. (But could be precomputed in BuildClothMapping() if serialization is handled correctly).

ClothWeldedIndices Source code

var const array<int> ClothWeldedIndices;
This will hold the indices to the reduced number of cloth vertices used for cooking the NxClothMesh.

ClothWeldingDomain Source code

var const int ClothWeldingDomain;
This is the highest value stored in ClothWeldingMap

ClothWeldingMap Source code

var const array<int> ClothWeldingMap;
Mapping from index of rendered mesh to index of simulated mesh. This mapping applies before ClothToGraphicsVertMap which can then operate normally The reason for this mapping is to weld several vertices with the same position but different texture coordinates into one simulated vertex which makes it possible to run closed meshes for cloth.

GraphicsIndexIsCloth Source code

var const native array<bool> GraphicsIndexIsCloth;
Saves if Graphics Vertex is simulated cloth or not

LODModels Source code

var const native private IndirectArray_Mirror LODModels;

NameIndexMap Source code

var const native map NameIndexMap;

NumFreeClothVerts Source code

var const int NumFreeClothVerts;
Point in the simulation cloth vertex array where the free verts finish and we start having 'fixed' verts.

PerPolyBoneKDOPs Source code

var private const native array<int> PerPolyBoneKDOPs;
KDOP tree's used for storing rigid triangle information for a subset of bones. Length of this array matches PerPolyCollisionBones

RefBasesInvMatrix Source code

var const native array<AnimNode.BoneAtom> RefBasesInvMatrix;

RefSkeleton Source code

var const native array<int> RefSkeleton;

ReleaseResourcesFence Source code

var const native transient int ReleaseResourcesFence;

SkeletalDepth Source code

var const native int SkeletalDepth;

SkelMeshRUID Source code

var const transient qword SkelMeshRUID;
Runtime UID for this SkeletalMeshm, used when linking meshes to AnimSets.

Sockets Source code

var array<SkeletalMeshSocket> Sockets;

SoftBodySurfaceIndices Source code

var const array<int> SoftBodySurfaceIndices;
Index buffer of the triangles of the soft-body's surface mesh. Indices refer to entries in SoftBodySurfaceToGraphicsVertMap.

SoftBodySurfaceToGraphicsVertMap Source code

var const array<int> SoftBodySurfaceToGraphicsVertMap;
Mapping between each vertex of the simulated soft-body's surface-mesh and the graphics mesh.

SoftBodyTetraIndices Source code

var const array<int> SoftBodyTetraIndices;
Index buffer of the tetrahedra of the soft-body's tetra-mesh. Indices refer to the vertices in SoftBodyTetraVertsUnscaled.

SoftBodyTetraLinks Source code

var const array<SoftBodyTetraLink> SoftBodyTetraLinks;
Mapping between each vertex of the surface-mesh and its tetrahedron, with local positions given in barycentric coordinates.

SoftBodyTetraVertsUnscaled Source code

var const array<vector> SoftBodyTetraVertsUnscaled;
Base array of tetrahedron vertex positions. Used to generate the scaled versions from.

Cloth

bEnableClothBendConstraints Source code

var(Cloth) const bool bEnableClothBendConstraints;
Enable constraints that attempt to minimize curvature or folding of the cloth.

bEnableClothDamping Source code

var(Cloth) const bool bEnableClothDamping;
Enable damping forces on the cloth.

bEnableClothLineChecks Source code

var(Cloth) const bool bEnableClothLineChecks;
Enable cloth line/extent/point checks. Note: line checks are performed with a raycast against the cloth, but point and swept extent checks are performed against the cloth AABB

bEnableClothTearing Source code

var(Cloth) const bool bEnableClothTearing;
Used to enable cloth tearing. Note, extra vertices/indices must be reserved using ClothTearReserve Also cloth tearing is not available when welding is enabled.

bEnableValidBounds Source code

var(Cloth) bool bEnableValidBounds;
Any cloth vertex that exceeds its valid bounds will be deleted if bEnableValidBounds is set. Tune ValidBoundMin and ValidBoundMax if valid bound is enabled.

bHardStretchLimit Source code

var(Cloth) const bool bHardStretchLimit;
If TRUE, limit the total amount of stretch that is allowed in the cloth, based on HardStretchLimitFactor. Note that bLimitClothToAnimMesh must be TRUE for this to work.

bLimitClothToAnimMesh Source code

var(Cloth) bool bLimitClothToAnimMesh;
If TRUE, simulated verts are limited to a certain distance from

bUseClothCOMDamping Source code

var(Cloth) const bool bUseClothCOMDamping;
Enable center of mass damping of cloth internal velocities.

ClothBendStiffness Source code

var(Cloth) const float ClothBendStiffness<UIMin=0.0|UIMax=1.0|ClampMin=0.0|ClampMax=1.0>;
Controls strength of springs that stop the cloth from bending. bEnableClothBendConstraints must be true to take affect.

ClothBones Source code

var(Cloth) const array<name> ClothBones;
Vertices with any weight to these bones are considered 'cloth'.

ClothDamping Source code

var(Cloth) const float ClothDamping<UIMin=0.0|UIMax=1.0|ClampMin=0.0|ClampMax=1.0>;
Controls how much damping force is applied to cloth particles. bEnableClothDamping must be true to take affect.

ClothDensity Source code

var(Cloth) const float ClothDensity;
This is multiplied by the size of triangles sharing a point to calculate the points mass. This cannot be modified after the cloth has been created.

ClothFriction Source code

var(Cloth) const float ClothFriction<UIMin=0.0|UIMax=1.0|ClampMin=0.0|ClampMax=1.0>;
Controls movement of cloth when in contact with other bodies.

ClothHierarchicalIterations Source code

var(Cloth) const int ClothHierarchicalIterations;
If ClothHierarchyLevels is more than 0, this number controls the number of iterations of the hierarchical solver.

ClothHierarchyLevels Source code

var(Cloth) const int ClothHierarchyLevels;
If greater than 1, will generate smaller meshes internally, used to improve simulation time and reduce stretching.

ClothIterations Source code

var(Cloth) const int ClothIterations;
Increasing the number of solver iterations improves how accurately the cloth is simulated, but will also slow down simulation.

ClothMovementScaleGenMode Source code

var(Cloth) ClothMovementScaleGen ClothMovementScaleGenMode;
Method to use to generate the ClothMovementScale table

ClothStretchStiffness Source code

var(Cloth) const float ClothStretchStiffness<UIMin=0.0|UIMax=1.0|ClampMin=0.0|ClampMax=1.0>;
Controls strength of springs that attempts to keep particles in the cloth together.

ClothTearFactor Source code

var(Cloth) const float ClothTearFactor;
Stretch factor beyond which a cloth edge/vertex will tear. Should be greater than 1.

ClothTearReserve Source code

var(Cloth) const int ClothTearReserve;
Number of vertices/indices to set aside to accomodate new triangles created as a result of tearing

ClothThickness Source code

var(Cloth) const float ClothThickness;
How thick the cloth is considered when doing collision detection.

ClothToAnimMeshMaxDist Source code

var(Cloth) float ClothToAnimMeshMaxDist;
How far a simulated vertex can move from its animated location

HardStretchLimitFactor Source code

var(Cloth) const float HardStretchLimitFactor;
If bHardStretchLimit is TRUE, how much stretch is allowed in the cloth. 1.0 is no stretch (but will cause jitter)

ValidBoundsMax Source code

var(Cloth) Vector ValidBoundsMax;
The maximum coordinates triplet of the cloth valid bound

ValidBoundsMin Source code

var(Cloth) Vector ValidBoundsMin;
The minimum coordinates triplet of the cloth valid bound

ClothAdvanced

bClothMetal Source code

var(ClothAdvanced) const bool bClothMetal;
Whether cloth simulation should be wrapped inside a Rigid Body and only be used upon impact

bEnableClothOrthoBendConstraints Source code

var(ClothAdvanced) const bool bEnableClothOrthoBendConstraints;
Enable orthogonal bending resistance to minimize curvature or folding of the cloth. This technique uses angular springs instead of distance springs as used in 'bEnableClothBendConstraints'. This mode is slower but independent of stretching resistance.

bEnableClothPressure Source code

var(ClothAdvanced) const bool bEnableClothPressure;
Enables pressure support. Simulates inflated objects like balloons.

bEnableClothSelfCollision Source code

var(ClothAdvanced) const bool bEnableClothSelfCollision;
Enables cloth self collision.

bEnableClothTwoWayCollision Source code

var(ClothAdvanced) const bool bEnableClothTwoWayCollision;
Enables two way collision with rigid-bodies.

bForceNoWelding Source code

var(ClothAdvanced) const bool bForceNoWelding;
Forces the Welding Code to be turned off even if the mesh has doubled vertices

ClothAttachmentResponseCoefficient Source code

var(ClothAdvanced) const float ClothAttachmentResponseCoefficient;
How much an attachment to a rigid body influences the cloth

ClothAttachmentTearFactor Source code

var(ClothAdvanced) const float ClothAttachmentTearFactor;
How much extension an attachment can undergo before it tears/breaks

ClothCollisionResponseCoefficient Source code

var(ClothAdvanced) const float ClothCollisionResponseCoefficient;
Response coefficient for cloth/rb collision

ClothMetalImpulseThreshold Source code

var(ClothAdvanced) const float ClothMetalImpulseThreshold;
Threshold for when deformation is allowed

ClothMetalMaxDeformationDistance Source code

var(ClothAdvanced) const float ClothMetalMaxDeformationDistance;
Maximum deviation of cloth particles from initial position

ClothMetalPenetrationDepth Source code

var(ClothAdvanced) const float ClothMetalPenetrationDepth;
Amount by which colliding objects are brought closer to the cloth

ClothPressure Source code

var(ClothAdvanced) const float ClothPressure;
Adjusts the internal "air" pressure of the cloth. Only has affect when bEnableClothPressure.

ClothRelativeGridSpacing Source code

var(ClothAdvanced) const float ClothRelativeGridSpacing;
Controls the size of the grid cells a cloth is divided into when performing broadphase collision. The cell size is relative to the AABB of the cloth.

ClothSleepLinearVelocity Source code

var(ClothAdvanced) const float ClothSleepLinearVelocity;
Maximum linear velocity at which cloth can go to sleep. If negative, the global default will be used.

ClothSpecialBones Source code

var(ClothAdvanced) const array<ClothSpecialBoneInfo> ClothSpecialBones;
Vertices with any weight to these bones are considered cloth with special behavoir, currently they are attached to the physics asset with fixed or breakable attachments or tearlines.

SkeletalMesh

AddToParentPerPolyCollisionBone Source code

var(SkeletalMesh) array<name> AddToParentPerPolyCollisionBone;
For each of these bones, find the parent that is in PerPolyCollisionBones and add its polys to that bone.

bForceCPUSkinning Source code

var(SkeletalMesh) const bool bForceCPUSkinning;
All meshes default to GPU skinning. Set to True to enable CPU skinning. If CPU skinning is enabled, bUsePackedPosition can't be enabled

BoneBreakNames Source code

var(SkeletalMesh) editconst const native array<string> BoneBreakNames;
Array of bone names that break for use in game/editor

BoneBreakOptions Source code

var(SkeletalMesh) const native array<BoneBreakOption> BoneBreakOptions;
Match with BoneBreakNames array

BoundsPreviewAsset Source code

var(SkeletalMesh) editoronly PhysicsAsset BoundsPreviewAsset;
Asset used for previewing bounds in AnimSetViewer. Makes setting up LOD distance factors more reliable.

bPerPolyUseSoftWeighting Source code

var(SkeletalMesh) bool bPerPolyUseSoftWeighting;
If true, include triangles that are soft weighted to bones.

bUseFullPrecisionUVs Source code

var(SkeletalMesh) const bool bUseFullPrecisionUVs;
If true, use 32 bit UVs. If false, use 16 bit UVs to save memory

bUsePackedPosition Source code

var(SkeletalMesh) const bool bUsePackedPosition;
If true, use compressed position XYZs(4 bytes saving 8 bytes). This is only useful for GPU skinning.

bUseSimpleBoxCollision Source code

var(SkeletalMesh) bool bUseSimpleBoxCollision;
If true, use PhysicsAsset for extent (swept box) collision checks. If false, use per-poly bone collision (if present).

bUseSimpleLineCollision Source code

var(SkeletalMesh) bool bUseSimpleLineCollision;
If true, use PhysicsAsset for line collision checks. If false, use per-poly bone collision (if present).

ClothingAssets Source code

var(SkeletalMesh) const native array<ApexClothingAsset> ClothingAssets;
List of clothing assets associated with each material int this mesh.

FaceFXAsset Source code

var(SkeletalMesh) FaceFXAsset FaceFXAsset;
The FaceFX asset the skeletal mesh uses for FaceFX operations.

LODBiasPC Source code

var(SkeletalMesh) int LODBiasPC;
LOD bias to use for PC.

LODBiasPS3 Source code

var(SkeletalMesh) int LODBiasPS3;
LOD bias to use for PS3.

LODBiasXbox360 Source code

var(SkeletalMesh) int LODBiasXbox360;
LOD bias to use for Xbox 360.

LODInfo Source code

var(SkeletalMesh) editfixedsize array<SkeletalMeshLODInfo> LODInfo;
Struct containing information for each LOD level, such as materials to use, whether to cast shadows, and when use the LOD.

Materials Source code

var(SkeletalMesh) const native array<MaterialInterface> Materials;
List of materials applied to this mesh.

Origin Source code

var(SkeletalMesh) const native vector Origin;
Origin in original coordinate system

PerPolyCollisionBones Source code

var(SkeletalMesh) array<name> PerPolyCollisionBones;
For each bone specified here, all triangles rigidly weighted to that bone are entered into a kDOP, allowing per-poly collision checks.

PreviewMorphSets Source code

var(SkeletalMesh) editoronly array<MorphTargetSet> PreviewMorphSets;
Asset used for previewing morph target animations in AnimSetViewer. Only for editor.

RotOrigin Source code

var(SkeletalMesh) const native rotator RotOrigin;
Amount to rotate when importing (mostly for yawing)

SkelMirrorAxis Source code

var(SkeletalMesh) EAxis SkelMirrorAxis;

SkelMirrorFlipAxis Source code

var(SkeletalMesh) EAxis SkelMirrorFlipAxis;

SkelMirrorTable Source code

var(SkeletalMesh) editfixedsize array<BoneMirrorInfo> SkelMirrorTable;
List of bones that should be mirrored.

SourceFilePath Source code

var(SkeletalMesh) const editconst editoronly string SourceFilePath;
Path to the resource used to construct this skeletal mesh

SourceFileTimestamp Source code

var(SkeletalMesh) const editconst editoronly string SourceFileTimestamp;
Date/Time-stamp of the file from the last import

StreamingDistanceMultiplier Source code

var(SkeletalMesh) const float StreamingDistanceMultiplier;
Allows artists to adjust the distance where textures using UV 0 are streamed in/out. 1.0 is the default, whereas a higher value increases the streamed-in resolution.

SoftBody

bEnableSoftBodyDamping Source code

var(SoftBody) const bool bEnableSoftBodyDamping;
Enable damping forces on the softbody.

bEnableSoftBodyLineChecks Source code

var(SoftBody) const bool bEnableSoftBodyLineChecks;
Enable soft body line checks.

bEnableSoftBodySelfCollision Source code

var(SoftBody) const bool bEnableSoftBodySelfCollision;
Enables soft-body self collision.

bEnableSoftBodyTwoWayCollision Source code

var(SoftBody) const bool bEnableSoftBodyTwoWayCollision;
Enables two way collision with rigid-bodies.

bSoftBodyIsoSurface Source code

var(SoftBody) const bool bSoftBodyIsoSurface;
If enabled, an iso-surface is generated around the original graphics-mesh before the tetrahedron-mesh is created.

bUseSoftBodyCOMDamping Source code

var(SoftBody) const bool bUseSoftBodyCOMDamping;
Enable center of mass damping of SoftBody internal velocities.

SoftBodyAttachmentResponse Source code

var(SoftBody) const float SoftBodyAttachmentResponse;
Defines a factor for the impulse transfer from the soft body to attached rigid bodies. bEnableSoftBodyTwoWayCollision must be true to take effect.

SoftBodyAttachmentTearFactor Source code

var(SoftBody) const float SoftBodyAttachmentTearFactor;
How much extension an attachment can undergo before it tears/breaks

SoftBodyAttachmentThreshold Source code

var(SoftBody) const float SoftBodyAttachmentThreshold;
Specifies the maximum distance a tetra-vertex is allowed to have from the surface-mesh to still end up attached to a bone.

SoftBodyBones Source code

var(SoftBody) const array<name> SoftBodyBones;
Vertices with any weight to these bones are considered 'soft-body'.

SoftBodyCollisionResponse Source code

var(SoftBody) const float SoftBodyCollisionResponse;
Defines a factor for the impulse transfer from the soft body to colliding rigid bodies. bEnableSoftBodyTwoWayCollision must be true to take effect.

SoftBodyDamping Source code

var(SoftBody) const float SoftBodyDamping;
Controls how much damping force is applied to soft-body particles. bEnableSoftBodyDamping must be true to take affect.

SoftBodyDensity Source code

var(SoftBody) const float SoftBodyDensity;
Density of the soft-body (mass per volume).

SoftBodyDetailLevel Source code

var(SoftBody) const float SoftBodyDetailLevel<ClampMin=0.0|ClampMax=1.0>;
Controls how much the original graphics mesh is simplified before it is used to seed to tetrahedron-mesh generator.

SoftBodyFriction Source code

var(SoftBody) const float SoftBodyFriction;
Controls movement of soft-body when in contact with other bodies.

SoftBodyParticleRadius Source code

var(SoftBody) const float SoftBodyParticleRadius;
Size of the soft-body particles used for collision detection.

SoftBodyRelativeGridSpacing Source code

var(SoftBody) const float SoftBodyRelativeGridSpacing;
Controls the size of the grid cells a soft-body is divided into when performing broadphase collision. The cell size is relative to the AABB of the soft-body.

SoftBodySleepLinearVelocity Source code

var(SoftBody) const float SoftBodySleepLinearVelocity;
Maximum linear velocity at which a soft-body can go to sleep. If negative, the global default will be used.

SoftBodySolverIterations Source code

var(SoftBody) const int SoftBodySolverIterations;
Increasing the number of solver iterations improves how accurately the soft-body is simulated, but will also slow down simulation.

SoftBodySpecialBones Source code

var(SoftBody) const array<SoftBodySpecialBoneInfo> SoftBodySpecialBones;
Vertices with any weight to these bones are considered softbody with special behavoir, currently they are attached to the physics asset with fixed or breakable attachments.

SoftBodyStretchingStiffness Source code

var(SoftBody) const float SoftBodyStretchingStiffness;
Defines how strongly the soft-body resists stretching motions. Range (0,1].

SoftBodySubdivisionLevel Source code

var(SoftBody) const int SoftBodySubdivisionLevel<ClampMin=1.0>;
Controls how many tetrahedra are generated to approximate the surface-mesh.

SoftBodyVolumeStiffness Source code

var(SoftBody) const float SoftBodyVolumeStiffness;
Defines how strongly the soft-body resists motion that changes the rest volume. Range (0,1].


Enumerations Detail

BoneBreakOption Source code

enum BoneBreakOption
{
BONEBREAK_SoftPreferred, BONEBREAK_AutoDetect, BONEBREAK_RigidPreferred
};

ClothBoneType Source code

enum ClothBoneType
{
CLOTHBONE_Fixed, CLOTHBONE_BreakableAttachment, CLOTHBONE_TearLine
};
Cloth bone type, used when attaching to the physics asset.

ClothMovementScaleGen Source code

enum ClothMovementScaleGen
{
ECMDM_DistToFixedVert, ECMDM_VertexBoneWeight, ECMDM_Empty,
};
Enum indicating which method to use to generate per-vertex cloth vert movement scale (ClothMovementScale)

SoftBodyBoneType Source code

enum SoftBodyBoneType
{
SOFTBODYBONE_Fixed, SOFTBODYBONE_BreakableAttachment, SOFTBODYBONE_TwoWayAttachment,
};
Cloth bone type, used when attaching to the physics asset.

TriangleSortAxis Source code

enum TriangleSortAxis
{
TSA_X_Axis, TSA_Y_Axis, TSA_Z_Axis,
};
Enum to specify which axis to use for the forward vector when using TRISORT_CustomLeftRight sort mode

TriangleSortOption Source code

enum TriangleSortOption
{
TRISORT_None, TRISORT_CenterRadialDistance, TRISORT_Random, TRISORT_Tootle, TRISORT_MergeContiguous, TRISORT_Custom, TRISORT_CustomLeftRight,
};


Structures Detail

BoneMirrorExport Source code

struct BoneMirrorExport
{
var(SkeletalMesh) EAxis BoneFlipAxis;
var(SkeletalMesh) Name BoneName;
var(SkeletalMesh) Name SourceBoneName;
};
Structure to export/import bone mirroring information

BoneMirrorInfo Source code

struct BoneMirrorInfo
{
var(SkeletalMesh) EAxis BoneFlipAxis;
var(SkeletalMesh) int SourceIndex<ArrayClamp=RefSkeleton>;
};

BoneFlipAxis:
Axis the bone is mirrored across.
SourceIndex:
The bone to mirror.

ClothSpecialBoneInfo Source code

struct ClothSpecialBoneInfo
{
var const array<int> AttachedVertexIndices;
var(SkeletalMesh) name BoneName;
var(SkeletalMesh) ClothBoneType BoneType;
};
Used to specify a set of special cloth bones which are attached to the physics asset
AttachedVertexIndices:
Array used to cache cloth indices which will be attached to this bone, created in BuildClothMapping(), Note: These are welded indices.
BoneName:
The bone name to attach to a cloth vertex
BoneType:
The type of attachment

SkeletalMeshLODInfo Source code

struct SkeletalMeshLODInfo
{
var(SkeletalMesh) editfixedsize array<bool> bEnableShadowCasting;
var(SkeletalMesh) float DisplayFactor;
var(SkeletalMesh) float LODHysteresis;
var(SkeletalMesh) editfixedsize array<INT> LODMaterialMap;
var deprecated array<TriangleSortOption> TriangleSorting;
var(SkeletalMesh) editfixedsize array<TriangleSortSettings> TriangleSortSettings;
};
Struct containing information for a particular LOD level, such as materials and info for when to use it.
bEnableShadowCasting:
Per-section control over whether to enable shadow casting.
DisplayFactor:
Indicates when to use this LOD. A smaller number means use this LOD when further away.
LODHysteresis:
Used to avoid 'flickering' when on LOD boundary. Only taken into account when moving from complex->simple.
LODMaterialMap:
Mapping table from this LOD's materials to the SkeletalMesh materials array.
TriangleSorting:
Per-section sorting options

SoftBodySpecialBoneInfo Source code

struct SoftBodySpecialBoneInfo
{
var const array<int> AttachedVertexIndices;
var(SkeletalMesh) name BoneName;
var(SkeletalMesh) SoftBodyBoneType BoneType;
};
Used to specify a set of special softbody bones which are attached to the physics asset
AttachedVertexIndices:
Array used to cache softbody indices which will be attached to this bone, created in BuildSoftBodyMapping(), Note: These are welded indices.
BoneName:
The bone name to attach to a cloth vertex
BoneType:
The type of attachment

SoftBodyTetraLink Source code

struct SoftBodyTetraLink
{
var vector Bary;
var int Index;
};


TriangleSortSettings Source code

struct TriangleSortSettings
{
var(SkeletalMesh) TriangleSortAxis CustomLeftRightAxis;
var(SkeletalMesh) name CustomLeftRightBoneName;
var(SkeletalMesh) TriangleSortOption TriangleSorting;
};
Struct containing triangle sort settings for a particular section


Defaultproperties

defaultproperties
{
	SkelMirrorAxis=AXIS_X
	SkelMirrorFlipAxis=AXIS_Z
	
	ClothThickness = 0.5
	ClothDensity = 1.0
	ClothBendStiffness = 1.0
	ClothStretchStiffness = 1.0
    ClothDamping = 0.5
	ClothFriction = 0.5
    ClothIterations = 5
	ClothHierarchicalIterations = 2

	HardStretchLimitFactor = 1.1

	ClothMovementScaleGenMode=ECMDM_DistToFixedVert

	bUseSimpleLineCollision=true
	bUseSimpleBoxCollision=true

	bEnableClothOrthoBendConstraints = FALSE
	bEnableClothSelfCollision = FALSE
	bEnableClothPressure = FALSE
	bEnableClothTwoWayCollision = FALSE
	bForceNoWelding = FALSE
	
	ClothRelativeGridSpacing = 1.0
	ClothPressure = 1.0
	ClothCollisionResponseCoefficient = 0.2
	ClothAttachmentResponseCoefficient = 0.2
	ClothAttachmentTearFactor = 1.5
	ClothSleepLinearVelocity =-1.0

	ClothMetalImpulseThreshold=10.0
	ClothMetalPenetrationDepth=0.0
	ClothMetalMaxDeformationDistance=0.0

	bEnableClothTearing = FALSE
	ClothTearFactor = 3.5
	ClothTearReserve = 128
	
	bEnableValidBounds=FALSE
	ValidBoundsMin=(X=0,Y=0,Z=0)
	ValidBoundsMax=(X=0,Y=0,Z=0)
	
	SoftBodyVolumeStiffness = 1.0;
	SoftBodyStretchingStiffness = 1.0;
	SoftBodyDensity = 1.0;
	SoftBodyParticleRadius = 0.1;
	SoftBodyDamping = 0.5;
	SoftBodySolverIterations = 5;
	SoftBodyFriction = 0.5
	SoftBodyRelativeGridSpacing = 1.0
	SoftBodySleepLinearVelocity = -1.0
	bEnableSoftBodySelfCollision = FALSE
	SoftBodyAttachmentResponse = 0.2;
	SoftBodyCollisionResponse = 0.2;
	
	SoftBodyDetailLevel = 0.5f;
	SoftBodySubdivisionLevel = 4
	bSoftBodyIsoSurface = TRUE
	
	SoftBodyAttachmentThreshold = 0.5;
	bEnableSoftBodyTwoWayCollision = TRUE;

	SoftBodyAttachmentTearFactor = 1.5;

	StreamingDistanceMultiplier = 1.0;

	bUsePackedPosition = TRUE
}

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Creation time: ti 22-3-2011 19:56:57.174 - Created with UnCodeX