![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include "Components/SkeletalMeshComponent.h"#include "Animation/AnimStats.h"#include "Engine/World.h"#include "SkeletalRenderPublic.h"#include "Components/LineBatchComponent.h"#include "Math/QuatRotationTranslationMatrix.h"#include "Rendering/SkeletalMeshRenderData.h"#include "Physics/Experimental/PhysScene_Chaos.h"#include "PhysicsEngine/PhysicsConstraintTemplate.h"#include "PhysicsEngine/PhysicsAsset.h"#include "PhysicsEngine/SkeletalBodySetup.h"Classes | |
| struct | FAssetWorldBoneTM |
| class | FParallelBlendPhysicsTask |
| class | FParallelBlendPhysicsCompletionTask |
Typedefs | |
| typedef TArray< FAssetWorldBoneTM, TMemStackAllocator< alignof(FAssetWorldBoneTM)> > | TAssetWorldBoneTMArray |
Functions | |
| CSV_DECLARE_CATEGORY_MODULE_EXTERN (CORE_API, Basic) | |
| void | UpdateWorldBoneTM (TAssetWorldBoneTMArray &WorldBoneTMs, const TArray< FTransform > &InBoneSpaceTransforms, int32 BoneIndex, USkeletalMeshComponent *SkelComp, const FTransform &LocalToWorldTM, const FVector &Scale3D) |
| DECLARE_CYCLE_STAT (TEXT("STAT_FinalizeAnimationUpdate_UpdateChildTransforms"), STAT_FinalizeAnimationUpdate_UpdateChildTransforms, STATGROUP_Anim) | |
| DECLARE_CYCLE_STAT (TEXT("STAT_FinalizeAnimationUpdate_UpdateOverlaps"), STAT_FinalizeAnimationUpdate_UpdateOverlaps, STATGROUP_Anim) | |
| DECLARE_CYCLE_STAT (TEXT("STAT_FinalizeAnimationUpdate_UpdateBounds"), STAT_FinalizeAnimationUpdate_UpdateBounds, STATGROUP_Anim) | |
Variables | |
| FAutoConsoleTaskPriority | CPrio_FParallelBlendPhysicsTask (TEXT("TaskGraph.TaskPriorities.ParallelBlendPhysicsTask"), TEXT("Task and thread priority for FParallelBlendPhysicsTask."), ENamedThreads::HighThreadPriority, ENamedThreads::NormalTaskPriority, ENamedThreads::HighTaskPriority) |
| TAutoConsoleVariable< int32 > | CVarPhysicsAnimBlendUpdatesPhysX (TEXT("p.PhysicsAnimBlendUpdatesPhysX"), 1, TEXT("Whether to update the physx simulation with the results of physics animation blending")) |
| TAutoConsoleVariable< int32 > | CVarUseParallelBlendPhysics (TEXT("a.ParallelBlendPhysics"), 1, TEXT("If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread")) |
| typedef TArray<FAssetWorldBoneTM, TMemStackAllocator<alignof(FAssetWorldBoneTM)> > TAssetWorldBoneTMArray |
| CSV_DECLARE_CATEGORY_MODULE_EXTERN | ( | CORE_API | , |
| Basic | |||
| ) |
| DECLARE_CYCLE_STAT | ( | TEXT("STAT_FinalizeAnimationUpdate_UpdateBounds") | , |
| STAT_FinalizeAnimationUpdate_UpdateBounds | , | ||
| STATGROUP_Anim | |||
| ) |
| DECLARE_CYCLE_STAT | ( | TEXT("STAT_FinalizeAnimationUpdate_UpdateChildTransforms") | , |
| STAT_FinalizeAnimationUpdate_UpdateChildTransforms | , | ||
| STATGROUP_Anim | |||
| ) |
| DECLARE_CYCLE_STAT | ( | TEXT("STAT_FinalizeAnimationUpdate_UpdateOverlaps") | , |
| STAT_FinalizeAnimationUpdate_UpdateOverlaps | , | ||
| STATGROUP_Anim | |||
| ) |
| void UpdateWorldBoneTM | ( | TAssetWorldBoneTMArray & | WorldBoneTMs, |
| const TArray< FTransform > & | InBoneSpaceTransforms, | ||
| int32 | BoneIndex, | ||
| USkeletalMeshComponent * | SkelComp, | ||
| const FTransform & | LocalToWorldTM, | ||
| const FVector & | Scale3D | ||
| ) |
| FAutoConsoleTaskPriority CPrio_FParallelBlendPhysicsTask(TEXT("TaskGraph.TaskPriorities.ParallelBlendPhysicsTask"), TEXT("Task and thread priority for FParallelBlendPhysicsTask."), ENamedThreads::HighThreadPriority, ENamedThreads::NormalTaskPriority, ENamedThreads::HighTaskPriority) | ( | TEXT("TaskGraph.TaskPriorities.ParallelBlendPhysicsTask") | , |
| TEXT("Task and thread priority for FParallelBlendPhysicsTask.") | , | ||
| ENamedThreads::HighThreadPriority | , | ||
| ENamedThreads::NormalTaskPriority | , | ||
| ENamedThreads::HighTaskPriority | |||
| ) |
| TAutoConsoleVariable< int32 > CVarPhysicsAnimBlendUpdatesPhysX(TEXT("p.PhysicsAnimBlendUpdatesPhysX"), 1, TEXT("Whether to update the physx simulation with the results of physics animation blending")) | ( | TEXT("p.PhysicsAnimBlendUpdatesPhysX") | , |
| 1 | , | ||
| TEXT("Whether to update the physx simulation with the results of physics animation blending") | |||
| ) |
| TAutoConsoleVariable< int32 > CVarUseParallelBlendPhysics(TEXT("a.ParallelBlendPhysics"), 1, TEXT("If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread")) | ( | TEXT("a.ParallelBlendPhysics") | , |
| 1 | , | ||
| TEXT("If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread") | |||
| ) |