G1R AngelScript
Scripting reference for the Gothic 1 Remake
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USkeletalMesh Member List

This is the complete list of members for USkeletalMesh, including all inherited members.

AddSocket(USkeletalMeshSocket InSocket, bool bAddToSkeleton=false)USkeletalMesh
AddToRoot()UObject
AllMorphTargetNamesUSkeletalMesh
AssetImportDataUSkeletalMesh
AssetUserDataUSkeletalMesh
AssetUserDataEditorOnlyUSkeletalMesh
bGlobalForceMipLevelsToBeResidentUStreamableRenderAsset
BoundsUSkeletalMesh
bOverrideLODStreamingSettingsUSkeletalMesh
bSupportLODStreamingUSkeletalMesh
ClassUObject
ClothLODBiasModeUSkeletalMesh
CopyScriptPropertiesFrom(const UObject OtherObject)UObject
DefaultAnimatingRigUSkeletalMesh
DefaultMeshDeformerUSkeletalMesh
DisableBelowMinLodStrippingUSkeletalMesh
FindSocket(FName InSocketName) constUSkinnedAsset
FindSocketAndIndex(FName InSocketName, int &OutIndex) constUSkeletalMesh
FindSocketInfo(FName InSocketName, FTransform &OutTransform, int &OutBoneIndex, int &OutIndex) constUSkinnedAsset
GetAllMorphTargetNames() constUSkeletalMesh
GetbGlobalForceMipLevelsToBeResident() constUStreamableRenderAsset
GetBounds() constUSkeletalMesh
GetClass() constUObject
GetDefaultAnimatingRig() constUSkeletalMesh
GetDefaultMeshDeformer() constUSkeletalMesh
GetFullName(const UObject StopOuter=nullptr) constUObject
GetImportedBounds() constUSkeletalMesh
GetIsRooted() constUObject
GetLODSettings() constUSkeletalMesh
GetMaterials() constUSkeletalMesh
GetMeshClothingAssets() constUSkeletalMesh
GetMinLODForQualityLevels(TMap< EPerQualityLevels, int > &QualityLevelMinimumLODs, int &Default) constUSkeletalMesh
GetMorphTargets() constUSkeletalMesh
GetMorphTargetsPtrConv() constUSkeletalMesh
GetName() constUObject
GetNeverStream() constUStreamableRenderAsset
GetNodeMappingContainer(UBlueprint SourceAsset) constUSkeletalMesh
GetNodeMappingData() constUSkeletalMesh
GetOuter() constUObject
GetOutermost() constUObject
GetOverlayMaterial() constUSkeletalMesh
GetOverlayMaterialMaxDrawDistance() constUSkeletalMesh
GetPackage() constUObject
GetPathName(const UObject StopOuter=nullptr) constUObject
GetPhysicsAsset() constUSkeletalMesh
GetShadowPhysicsAsset() constUSkeletalMesh
GetSkeleton() constUSkeletalMesh
GetSocketByIndex(int Index) constUSkeletalMesh
GetTypedOuter(TSubclassOf< UObject > Target) constUObject
GetWorld() constUObject
ImportedBoundsUSkeletalMesh
IsA(const UClass Class) constUObject
IsRootedUObject
IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections=true) constUSkeletalMesh
IsSupportedForNetworking() constUObject
IsTransient() constUObject
LoadConfig()UObject
LODInfoUSkeletalMesh
LODSettingsUSkeletalMesh
m_AllowPhysicsBoneSkipOptimizationUSkinnedAsset
MarkPackageDirty() constUObject
MaterialsUSkeletalMesh
MaxNumOptionalLODsUSkeletalMesh
MaxNumStreamedLODsUSkeletalMesh
MeshClothingAssetsUSkeletalMesh
MinLodUSkeletalMesh
MinQualityLevelLODUSkeletalMesh
Modify(bool bAlwaysMarkDirty=true)UObject
MorphTargetsUSkeletalMesh
MorphTargetsPtrConvUSkeletalMesh
NameUObject
NegativeBoundsExtensionUSkeletalMesh
NeverStreamUStreamableRenderAsset
NodeMappingDataUSkeletalMesh
NumCinematicMipLevelsUStreamableRenderAsset
NumSockets() constUSkeletalMesh
opCast(?&Address) constUObject
OuterUObject
OutermostUObject
OverlayMaterialUSkeletalMesh
OverlayMaterialMaxDrawDistanceUSkeletalMesh
PackageUObject
PhysicsAssetUSkeletalMesh
PositiveBoundsExtensionUSkeletalMesh
PostProcessAnimBlueprintUSkeletalMesh
PostProcessAnimBPLODThresholdUSkeletalMesh
RayTracingMinLODUSkeletalMesh
ReloadConfig()UObject
RemoveFromRoot()UObject
SamplingInfoUSkeletalMesh
SaveConfig()UObject
SetbEnablePerPolyCollision(bool Value)USkeletalMesh
SetbGlobalForceMipLevelsToBeResident(bool Value)UStreamableRenderAsset
SetbSupportRayTracing(bool Value)USkeletalMesh
SetDefaultAnimatingRig(TSoftObjectPtr< UObject > InAnimatingRig)USkeletalMesh
SetDefaultMeshDeformer(UMeshDeformer Value)USkeletalMesh
SetForceMipLevelsToBeResident(float32 Seconds, int CinematicLODGroupMask=0)UStreamableRenderAsset
SetLODSettings(USkeletalMeshLODSettings InLODSettings)USkeletalMesh
SetMaterials(TArray< FSkeletalMaterial > InMaterials)USkeletalMesh
SetMeshClothingAssets(TArray< UClothingAssetBase > InMeshClothingAssets)USkeletalMesh
SetMinLODForQualityLevels(TMap< EPerQualityLevels, int > QualityLevelMinimumLODs, int Default=- 1)USkeletalMesh
SetMorphTargets(TArray< UMorphTarget > InMorphTargets)USkeletalMesh
SetNeverStream(bool Value)UStreamableRenderAsset
SetNodeMappingData(TArray< TObjectPtr< UNodeMappingContainer > > Value)USkeletalMesh
SetOverlayMaterial(UMaterialInterface NewOverlayMaterial)USkeletalMesh
SetOverlayMaterialMaxDrawDistance(float32 InMaxDrawDistance)USkeletalMesh
SetPhysicsAsset(UPhysicsAsset Value)USkeletalMesh
SetShadowPhysicsAsset(UPhysicsAsset Value)USkeletalMesh
SetSkeleton(USkeleton InSkeleton)USkeletalMesh
SetTransactional(bool bTransactional)UObject
ShadowPhysicsAssetUSkeletalMesh
SkeletonUSkeletalMesh
SkelMirrorAxisUSkeletalMesh
SkelMirrorFlipAxisUSkeletalMesh
SkelMirrorTableUSkeletalMesh
SkinWeightProfilesUSkeletalMesh
StaticClass()USkeletalMeshstatic
ThumbnailInfoUSkeletalMesh
ToString() constUObject
WorldUObject