UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SkeletalMeshActor.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2#pragma once
3
4#include "CoreMinimal.h"
8#include "SkeletalMeshActor.generated.h"
9
10class UAnimMontage;
11class UAnimSequence;
12
21UCLASS(ClassGroup=ISkeletalMeshes, Blueprintable, ComponentWrapperClass, ConversionRoot, meta=(ChildCanTick), MinimalAPI)
23{
25
27
29 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Animation, AdvancedDisplay)
30 uint32 bShouldDoAnimNotifies:1;
31
32#if WITH_EDITORONLY_DATA
33 UPROPERTY()
35#endif
36
37private:
38 UPROPERTY(Category = SkeletalMeshActor, VisibleAnywhere, BlueprintReadOnly, meta = (ExposeFunctionCategories = "Mesh,Components|SkeletalMesh,Animation,Physics", AllowPrivateAccess = "true"))
39 TObjectPtr<class USkeletalMeshComponent> SkeletalMeshComponent;
40public:
41
43 UPROPERTY(replicatedUsing=OnRep_ReplicatedMesh, transient)
44 TObjectPtr<class USkeletalMesh> ReplicatedMesh;
45
47 UPROPERTY(replicatedUsing=OnRep_ReplicatedPhysAsset, transient)
48 TObjectPtr<class UPhysicsAsset> ReplicatedPhysAsset;
49
51 UPROPERTY(replicatedUsing=OnRep_ReplicatedMaterial0)
52 TObjectPtr<class UMaterialInterface> ReplicatedMaterial0;
53
54 UPROPERTY(replicatedUsing=OnRep_ReplicatedMaterial1)
55 TObjectPtr<class UMaterialInterface> ReplicatedMaterial1;
56
58 UFUNCTION()
59 ENGINE_API virtual void OnRep_ReplicatedMesh();
60
61 UFUNCTION()
62 ENGINE_API virtual void OnRep_ReplicatedPhysAsset();
63
64 UFUNCTION()
65 ENGINE_API virtual void OnRep_ReplicatedMaterial0();
66
67 UFUNCTION()
68 ENGINE_API virtual void OnRep_ReplicatedMaterial1();
69
70
71 //~ Begin UObject Interface
74public:
75 //~ End UObject Interface
76
77 //~ Begin AActor Interface
78#if WITH_EDITOR
79 ENGINE_API virtual void CheckForErrors() override;
80 ENGINE_API virtual bool GetReferencedContentObjects( TArray<UObject*>& Objects ) const override;
81 ENGINE_API virtual void EditorReplacedActor(AActor* OldActor) override;
82 ENGINE_API virtual void LoadedFromAnotherClass(const FName& OldClassName) override;
83#endif
84 ENGINE_API virtual void PostInitializeComponents() override;
85 //~ End AActor Interface
86
87private:
88 // currently actively playing montage
89 TMap<FName, TWeakObjectPtr<class UAnimMontage>> CurrentlyPlayingMontages;
90
91public:
93 class USkeletalMeshComponent* GetSkeletalMeshComponent() const { return SkeletalMeshComponent; }
94};
95
96
97
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition Actor.h:257
Definition SkeletalMeshActor.h:23
class USkeletalMeshComponent * GetSkeletalMeshComponent() const
Definition SkeletalMeshActor.h:93
Definition NameTypes.h:617
Definition UnrealString.h.inl:34
Definition AnimSequence.h:203
Definition MaterialInterface.h:296
virtual FString GetDetailedInfoInternal() const
Definition Object.h:215
virtual COREUOBJECT_API void GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > &OutLifetimeProps) const
Definition Obj.cpp:5874
Definition PhysicsAsset.h:172
Definition SkeletalMesh.h:440
Definition ObjectPtr.h:488