Go to the source code of this file.
|
| enum | EBoneVisibilityStatus : int { BVS_HiddenByParent
, BVS_Visible
, BVS_ExplicitlyHidden
, BVS_MAX
} |
| |
| enum | EPhysBodyOp : int { PBO_None
, PBO_Term
, PBO_MAX
} |
| |
| enum class | EVisibilityBasedAnimTickOption : uint8 {
AlwaysTickPoseAndRefreshBones
, AlwaysTickPose
, OnlyTickMontagesAndRefreshBonesWhenPlayingMontages
, OnlyTickMontagesWhenNotRendered
,
OnlyTickPoseWhenRendered
} |
| |
| enum | EBoneSpaces::Type : int { EBoneSpaces::UMETA =(DisplayName = "World Space")
, EBoneSpaces::UMETA =(DisplayName = "World Space")
} |
| |
| enum class | ESkinWeightProfileLayer : uint8 { Primary
, Secondary
} |
| |
|
| | DECLARE_DELEGATE_OneParam (FOnAnimUpdateRateParamsCreated, FAnimUpdateRateParameters *) DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnTickPose |
| |
| USkinnedMeshComponent bool | DECLARE_MULTICAST_DELEGATE (FOnBoneTransformsFinalizedMultiCast) |
| |
| void | GetTypedSkinnedTangentBasis (const USkinnedMeshComponent *SkinnedComp, const FSkelMeshRenderSection &Section, const FStaticMeshVertexBuffers &StaticVertexBuffers, const FSkinWeightVertexBuffer &SkinWeightVertexBuffer, const int32 VertIndex, const TArray< FMatrix44f > &RefToLocals, FVector3f &OutTangentX, FVector3f &OutTangentY, FVector3f &OutTangentZ) |
| |
| template<bool bCachedMatrices> |
| FVector3f | GetTypedSkinnedVertexPosition (const USkinnedMeshComponent *SkinnedComp, const FSkelMeshRenderSection &Section, const FPositionVertexBuffer &PositionVertexBuffer, const FSkinWeightVertexBuffer &SkinWeightVertexBuffer, const int32 VertIndex, const TArray< FMatrix44f > &RefToLocals=TArray< FMatrix44f >()) |
| |
◆ FExternalMorphSets
The map of external morph sets registered on the skinned mesh component.
◆ FMorphTargetWeightMap
WeightIndex is an into the MorphTargetWeights array
◆ EBoneVisibilityStatus
The valid BoneVisibilityStates values; A bone is only visible if it is exactly 1
| Enumerator |
|---|
| BVS_HiddenByParent | Bone is hidden because it's parent is hidden.
|
| BVS_Visible | Bone is visible.
|
| BVS_ExplicitlyHidden | Bone is hidden directly.
|
| BVS_MAX | |
◆ EPhysBodyOp
PhysicsBody options when bone is hidden
| Enumerator |
|---|
| PBO_None | Don't do anything.
|
| PBO_Term | Terminate - if you terminate, you won't be able to re-init when unhidden.
|
| PBO_MAX | |
◆ ESkinWeightProfileLayer
Values for specifying which layer a skin weight profile is applied at.
| Enumerator |
|---|
| Primary | |
| Secondary | Primary skin weight profile layer
|
◆ EVisibilityBasedAnimTickOption
Skinned Mesh Animation Tick option based on rendered or not. This dictates "TickPose and RefreshBoneTransforms"
| Enumerator |
|---|
| AlwaysTickPoseAndRefreshBones | Always Tick and Refresh BoneTransforms whether rendered or not.
|
| AlwaysTickPose | Always Tick, but Refresh BoneTransforms only when rendered.
|
| OnlyTickMontagesAndRefreshBonesWhenPlayingMontages | When rendered Tick Pose and Refresh Bone Transforms, otherwise, just update montages alongside BoneTransforms. (AnimBP graph will not be updated).
|
| OnlyTickMontagesWhenNotRendered | When rendered Tick Pose and Refresh Bone Transforms, otherwise, just update montages and skip everything else. (AnimBP graph will not be updated).
|
| OnlyTickPoseWhenRendered | Tick only when rendered, and it will only RefreshBoneTransforms when rendered.
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◆ DECLARE_DELEGATE_OneParam()
◆ DECLARE_MULTICAST_DELEGATE()
◆ GetTypedSkinnedTangentBasis()
Simple, CPU evaluation of a vertex's skinned tangent basis
Simple, CPU evaluation of a vertex's skinned position helper function
◆ GetTypedSkinnedVertexPosition()
template<
bool bCachedMatrices>
Simple, CPU evaluation of a vertex's skinned position helper function
◆ float