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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "Components/SkeletalMeshComponent.h"#include "Animation/AnimStats.h"#include "Animation/AnimMontage.h"#include "Animation/AnimSequence.h"#include "Animation/AnimSingleNodeInstance.h"#include "Animation/AnimationSettings.h"#include "Animation/PoseSnapshot.h"#include "Containers/Ticker.h"#include "Engine/SkeletalMesh.h"#include "Engine/SkeletalMeshSocket.h"#include "AI/NavigationSystemHelpers.h"#include "Engine/SkinnedAsset.h"#include "PhysicsEngine/PhysicsSettings.h"#include "PhysicsEngine/SkeletalBodySetup.h"#include "Misc/Fork.h"#include "Particles/ParticleSystemComponent.h"#include "Physics/Experimental/PhysScene_Chaos.h"#include "PhysicsEngine/PhysicsAsset.h"#include "Animation/AnimBlueprintGeneratedClass.h"#include "Animation/AnimBlueprint.h"#include "RenderingThread.h"#include "ShowFlags.h"#include "SkeletalRender.h"#include "SkinnedAssetCompiler.h"#include "Rendering/SkeletalMeshRenderData.h"#include "Rendering/RenderCommandPipes.h"#include "AutoRTFM.h"#include "Logging/MessageLog.h"#include "Animation/AnimNode_LinkedInputPose.h"#include "ClothCollisionSource.h"#include "ClothingSimulationFactory.h"#include "ClothingSimulationInstance.h"#include "ClothingSimulationInteractor.h"#include "ClothingSimulationTeleportHelpers.h"#include "Features/IModularFeatures.h"#include "Misc/RuntimeErrors.h"#include "SkeletalMeshSceneProxy.h"#include "ContentStreaming.h"#include "Animation/AnimTrace.h"#include "Animation/BuiltInAttributeTypes.h"#include "Animation/AnimSubsystem_SharedLinkedAnimLayers.h"#include "TransformStateStream.h"#include "UObject/Stack.h"#include "Chaos/Serialization/SerializedDataBuffer.h"#include "Chaos/Serialization/SerializedMultiPhysicsState.h"#include "PhysicsProxy/SingleParticlePhysicsProxy.h"#include "UObject/UObjectMigrationContext.h"Classes | |
| struct | FParallelAnimationEvaluationStats |
| class | FParallelAnimationEvaluationTask |
| class | FParallelAnimationCompletionTask |
Macros | |
| #define | LOCTEXT_NAMESPACE "SkeletalMeshComponent" |
| #define | ANIM_SKELETAL_MESH_ISPC_ENABLED_DEFAULT 1 |
| #define ANIM_SKELETAL_MESH_ISPC_ENABLED_DEFAULT 1 |
| #define LOCTEXT_NAMESPACE "SkeletalMeshComponent" |
| CSV_DECLARE_CATEGORY_MODULE_EXTERN | ( | CORE_API | , |
| Basic | |||
| ) |
| CSV_DECLARE_CATEGORY_MODULE_EXTERN | ( | ENGINE_API | , |
| Animation | |||
| ) |
| CSV_DEFINE_CATEGORY | ( | AnimationParallelEvaluation | , |
| true | |||
| ) |
| DECLARE_CYCLE_STAT_EXTERN | ( | TEXT("Anim Instance Spawn Time") | , |
| STAT_AnimSpawnTime | , | ||
| STATGROUP_Anim | |||
| ) |
| DEFINE_STAT | ( | STAT_AnimSpawnTime | ) |
| DEFINE_STAT | ( | STAT_PostAnimEvaluation | ) |
| LLM_DEFINE_TAG | ( | SkeletalMesh_TransformData | ) |
| bool bAnim_SkeletalMesh_ISPC_Enabled = INTEL_ISPC && ANIM_SKELETAL_MESH_ISPC_ENABLED_DEFAULT |
| FAutoConsoleTaskPriority CPrio_ParallelAnimationEvaluationTask(TEXT("TaskGraph.TaskPriorities.ParallelAnimationEvaluationTask"), TEXT("Task and thread priority for FParallelAnimationEvaluationTask"), ENamedThreads::HighThreadPriority, ENamedThreads::NormalTaskPriority, ENamedThreads::HighTaskPriority) | ( | TEXT("TaskGraph.TaskPriorities.ParallelAnimationEvaluationTask") | , |
| TEXT("Task and thread priority for FParallelAnimationEvaluationTask") | , | ||
| ENamedThreads::HighThreadPriority | , | ||
| ENamedThreads::NormalTaskPriority | , | ||
| ENamedThreads::HighTaskPriority | |||
| ) |
|
extern |
| TAutoConsoleVariable< int32 > CVarForceUseParallelAnimUpdate(TEXT("a.ForceParallelAnimUpdate"), 0, TEXT("If != 0, then we update animations on worker threads regardless of the setting on the project or anim blueprint.")) | ( | TEXT("a.ForceParallelAnimUpdate") | , |
| 0 | , | ||
| TEXT("If != 0, then we update animations on worker threads regardless of the setting on the project or anim blueprint.") | |||
| ) |
| TAutoConsoleVariable< int32 > CVarUseParallelAnimationEvaluation(TEXT("a.ParallelAnimEvaluation"), 1, TEXT("If 1, animation evaluation will be run across the task graph system. If 0, evaluation will run purely on the game thread")) | ( | TEXT("a.ParallelAnimEvaluation") | , |
| 1 | , | ||
| TEXT("If 1, animation evaluation will be run across the task graph system. If 0, evaluation will run purely on the game thread") | |||
| ) |
| TAutoConsoleVariable< int32 > CVarUseParallelAnimationInterpolation(TEXT("a.ParallelAnimInterpolation"), 1, TEXT("If 1, animation interpolation will be run across the task graph system. If 0, interpolation will run purely on the game thread")) | ( | TEXT("a.ParallelAnimInterpolation") | , |
| 1 | , | ||
| TEXT("If 1, animation interpolation will be run across the task graph system. If 0, interpolation will run purely on the game thread") | |||
| ) |
| TAutoConsoleVariable< int32 > CVarUseParallelAnimUpdate(TEXT("a.ParallelAnimUpdate"), 1, TEXT("If != 0, then we update animation blend tree, native update, asset players and montages (is possible) on worker threads.")) | ( | TEXT("a.ParallelAnimUpdate") | , |
| 1 | , | ||
| TEXT("If != 0, then we update animation blend tree, native update, asset players and montages (is possible) on worker threads.") | |||
| ) |