G1R AngelScript
Scripting reference for the Gothic 1 Remake
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USkeletalMesh Class Reference

SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc). More...

Public Member Functions

Clothing Simulation
bool IsSectionUsingCloth (int InSectionIndex, bool bCheckCorrespondingSections=true) const
 Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed).
Rendering|Deformer
UMeshDeformer GetDefaultMeshDeformer () const
 Get the default mesh deformer used by this mesh. A mesh deformer is used to deform the skeletal mesh at runtime.
Rendering|Material
void SetOverlayMaterialMaxDrawDistance (float32 InMaxDrawDistance)
 Change the default overlay material max draw distance used by this mesh.
void SetOverlayMaterial (UMaterialInterface NewOverlayMaterial)
 Change the default overlay material used by this mesh.
UMaterialInterface GetOverlayMaterial () const
 Get the default overlay material used by this mesh.
float32 GetOverlayMaterialMaxDrawDistance () const
 Get the default overlay material max draw distance used by this mesh.
StaticMesh
void GetMinLODForQualityLevels (TMap< EPerQualityLevels, int > &QualityLevelMinimumLODs, int &Default) const
void SetMinLODForQualityLevels (TMap< EPerQualityLevels, int > QualityLevelMinimumLODs, int Default=- 1)
 Allow to override min lod quality levels on a skeletalMesh and it Default value (-1 value for Default dont override its value).
Functions
UPhysicsAsset GetShadowPhysicsAsset () const
 USkinnedAsset interface.
const TArray< UNodeMappingContainer > & GetNodeMappingData () const
const TArray< UClothingAssetBase > & GetMeshClothingAssets () const
TArray< UMorphTarget > GetMorphTargetsPtrConv () const
 NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.
UPhysicsAsset GetPhysicsAsset () const
 USkinnedAsset interface.
const TArray< FSkeletalMaterial > & GetMaterials () const
 USkinnedAsset interface.
const USkeletalMeshLODSettings GetLODSettings () const
void SetLODSettings (USkeletalMeshLODSettings InLODSettings)
void SetMaterials (TArray< FSkeletalMaterial > InMaterials)
void SetMeshClothingAssets (TArray< UClothingAssetBase > InMeshClothingAssets)
TSoftObjectPtr< UObject > GetDefaultAnimatingRig () const
void SetMorphTargets (TArray< UMorphTarget > InMorphTargets)
const USkeleton GetSkeleton () const
 USkinnedAsset interface.
void SetDefaultAnimatingRig (TSoftObjectPtr< UObject > InAnimatingRig)
void SetSkeleton (USkeleton InSkeleton)
TArray< UMorphTarget > GetMorphTargets () const
 NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.
void SetbEnablePerPolyCollision (bool Value)
void SetPhysicsAsset (UPhysicsAsset Value)
void SetShadowPhysicsAsset (UPhysicsAsset Value)
void SetNodeMappingData (TArray< TObjectPtr< UNodeMappingContainer > > Value)
void SetbSupportRayTracing (bool Value)
void SetDefaultMeshDeformer (UMeshDeformer Value)
Public Member Functions inherited from USkinnedAsset
USkeletalMeshSocket FindSocketInfo (FName InSocketName, FTransform &OutTransform, int &OutBoneIndex, int &OutIndex) const
 Find a socket object and associated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also returns the socket transform and the bone index (if any).
USkeletalMeshSocket FindSocket (FName InSocketName) const
 Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.
Public Member Functions inherited from UStreamableRenderAsset
void SetForceMipLevelsToBeResident (float32 Seconds, int CinematicLODGroupMask=0)
 Tells the streaming system that it should force all mip-levels to be resident for a number of seconds.
void SetNeverStream (bool Value)
bool GetbGlobalForceMipLevelsToBeResident () const
 Global and serialized version of ForceMiplevelsToBeResident.
void SetbGlobalForceMipLevelsToBeResident (bool Value)
 Global and serialized version of ForceMiplevelsToBeResident.
bool GetNeverStream () const
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from USkinnedAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UStreamableRenderAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AnimationRig
TSoftObjectPtr< UObject > DefaultAnimatingRig
Clothing
TArray< UClothingAssetBase > MeshClothingAssets
Deformer
UMeshDeformer DefaultMeshDeformer
ImportSettings
UAssetImportData AssetImportData
LevelOfDetail
TArray< FSkeletalMeshLODInfo > LODInfo
Lighting
UPhysicsAsset ShadowPhysicsAsset
LODSettings
FPerQualityLevelInt MinQualityLevelLOD
FPerPlatformInt MaxNumStreamedLODs
FPerPlatformInt MaxNumOptionalLODs
const USkeletalMeshLODSettings LODSettings
FPerPlatformInt MinLod
FPerPlatformBool DisableBelowMinLodStripping
bool bOverrideLODStreamingSettings
FPerPlatformBool bSupportLODStreaming
Mirroring
TArray< FBoneMirrorInfo > SkelMirrorTable
EAxis SkelMirrorAxis
EAxis SkelMirrorFlipAxis
Physics
UPhysicsAsset PhysicsAsset
RayTracing
int RayTracingMinLOD
EClothLODBiasMode ClothLODBiasMode
Rendering
UMaterialInterface OverlayMaterial
float32 OverlayMaterialMaxDrawDistance
Sampling
FSkeletalMeshSamplingInfo SamplingInfo
SkeletalMesh
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the asset.
TArray< FSkeletalMaterial > Materials
TSubclassOf< UAnimInstance > PostProcessAnimBlueprint
TArray< TObjectPtr< UAssetUserData > > AssetUserDataEditorOnly
 Array of user data stored with the asset.
int PostProcessAnimBPLODThreshold
 Max LOD level that post-process AnimBPs are evaluated. For example if you have the threshold set to 2, it will evaluate until including LOD 2 (based on 0 index). In case the LOD level gets set to 3, it will stop evaluating the post-process AnimBP. Setting it to -1 will always evaluate it and disable LODing.
SkinWeights
TArray< FSkinWeightProfileInfo > SkinWeightProfiles
Thumbnail
UThumbnailInfo ThumbnailInfo
Variables
const TArray< FString > AllMorphTargetNames
const TArray< UMorphTarget > MorphTargetsPtrConv
 NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.
const FBoxSphereBounds ImportedBounds
Public Attributes inherited from USkinnedAsset
bool m_AllowPhysicsBoneSkipOptimization
 THQNBCN Start JConradie : flag to allow skipping of physics bone skipping (see SkeletalMeshComponentPhysics.cpp).
Public Attributes inherited from UStreamableRenderAsset
bool NeverStream
bool bGlobalForceMipLevelsToBeResident
 Global and serialized version of ForceMiplevelsToBeResident.
int NumCinematicMipLevels
 Number of mip-levels to use for cinematic quality.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Animation

TArray< UNodeMappingContainer > NodeMappingData
USkeletalMeshSocket FindSocketAndIndex (FName InSocketName, int &OutIndex) const
 Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex().
int NumSockets () const
 Returns the number of sockets available. Both on this mesh and it's skeleton.
void AddSocket (USkeletalMeshSocket InSocket, bool bAddToSkeleton=false)
 Add a skeletal socket object to this SkeletalMesh, and optionally promotes it to USkeleton socket.
USkeletalMeshSocket GetSocketByIndex (int Index) const
 Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.
UNodeMappingContainer GetNodeMappingContainer (UBlueprint SourceAsset) const

Mesh

FVector NegativeBoundsExtension
TArray< UMorphTarget > MorphTargets
const USkeleton Skeleton
const FBoxSphereBounds Bounds
 Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface.
FVector PositiveBoundsExtension
FBoxSphereBounds GetBounds () const
 Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface.
TArray< FString > GetAllMorphTargetNames () const
 Returns the list of all morph targets of this skeletal mesh.
FBoxSphereBounds GetImportedBounds () const
 Get the original imported bounds of the skel mesh.

Detailed Description

SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc).

@see https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/

Member Function Documentation

◆ AddSocket()

void AddSocket ( USkeletalMeshSocket InSocket,
bool bAddToSkeleton = false )

Add a skeletal socket object to this SkeletalMesh, and optionally promotes it to USkeleton socket.

◆ FindSocketAndIndex()

USkeletalMeshSocket FindSocketAndIndex ( FName InSocketName,
int & OutIndex ) const

Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex().

◆ GetAllMorphTargetNames()

TArray< FString > GetAllMorphTargetNames ( ) const

Returns the list of all morph targets of this skeletal mesh.

Returns
The list of morph targets

◆ GetBounds()

FBoxSphereBounds GetBounds ( ) const

Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface.

◆ GetDefaultAnimatingRig()

TSoftObjectPtr< UObject > GetDefaultAnimatingRig ( ) const

◆ GetDefaultMeshDeformer()

UMeshDeformer GetDefaultMeshDeformer ( ) const

Get the default mesh deformer used by this mesh. A mesh deformer is used to deform the skeletal mesh at runtime.

◆ GetImportedBounds()

FBoxSphereBounds GetImportedBounds ( ) const

Get the original imported bounds of the skel mesh.

◆ GetLODSettings()

const USkeletalMeshLODSettings GetLODSettings ( ) const

◆ GetMaterials()

const TArray< FSkeletalMaterial > & GetMaterials ( ) const

USkinnedAsset interface.

◆ GetMeshClothingAssets()

const TArray< UClothingAssetBase > & GetMeshClothingAssets ( ) const

◆ GetMinLODForQualityLevels()

void GetMinLODForQualityLevels ( TMap< EPerQualityLevels, int > & QualityLevelMinimumLODs,
int & Default ) const

◆ GetMorphTargets()

TArray< UMorphTarget > GetMorphTargets ( ) const

NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.

◆ GetMorphTargetsPtrConv()

TArray< UMorphTarget > GetMorphTargetsPtrConv ( ) const

NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.

◆ GetNodeMappingContainer()

UNodeMappingContainer GetNodeMappingContainer ( UBlueprint SourceAsset) const

◆ GetNodeMappingData()

const TArray< UNodeMappingContainer > & GetNodeMappingData ( ) const

◆ GetOverlayMaterial()

UMaterialInterface GetOverlayMaterial ( ) const

Get the default overlay material used by this mesh.

◆ GetOverlayMaterialMaxDrawDistance()

float32 GetOverlayMaterialMaxDrawDistance ( ) const

Get the default overlay material max draw distance used by this mesh.

◆ GetPhysicsAsset()

UPhysicsAsset GetPhysicsAsset ( ) const

USkinnedAsset interface.

◆ GetShadowPhysicsAsset()

UPhysicsAsset GetShadowPhysicsAsset ( ) const

USkinnedAsset interface.

◆ GetSkeleton()

const USkeleton GetSkeleton ( ) const

USkinnedAsset interface.

◆ GetSocketByIndex()

USkeletalMeshSocket GetSocketByIndex ( int Index) const

Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.

◆ IsSectionUsingCloth()

bool IsSectionUsingCloth ( int InSectionIndex,
bool bCheckCorrespondingSections = true ) const

Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed).

Parameters
InSectionIndexIndex to check
bCheckCorrespondingSectionsWhether to check corresponding sections for disabled sections

◆ NumSockets()

int NumSockets ( ) const

Returns the number of sockets available. Both on this mesh and it's skeleton.

◆ SetbEnablePerPolyCollision()

void SetbEnablePerPolyCollision ( bool Value)

◆ SetbSupportRayTracing()

void SetbSupportRayTracing ( bool Value)

◆ SetDefaultAnimatingRig()

void SetDefaultAnimatingRig ( TSoftObjectPtr< UObject > InAnimatingRig)

◆ SetDefaultMeshDeformer()

void SetDefaultMeshDeformer ( UMeshDeformer Value)

◆ SetLODSettings()

void SetLODSettings ( USkeletalMeshLODSettings InLODSettings)

◆ SetMaterials()

void SetMaterials ( TArray< FSkeletalMaterial > InMaterials)

◆ SetMeshClothingAssets()

void SetMeshClothingAssets ( TArray< UClothingAssetBase > InMeshClothingAssets)

◆ SetMinLODForQualityLevels()

void SetMinLODForQualityLevels ( TMap< EPerQualityLevels, int > QualityLevelMinimumLODs,
int Default = - 1 )

Allow to override min lod quality levels on a skeletalMesh and it Default value (-1 value for Default dont override its value).

◆ SetMorphTargets()

void SetMorphTargets ( TArray< UMorphTarget > InMorphTargets)

◆ SetNodeMappingData()

void SetNodeMappingData ( TArray< TObjectPtr< UNodeMappingContainer > > Value)

◆ SetOverlayMaterial()

void SetOverlayMaterial ( UMaterialInterface NewOverlayMaterial)

Change the default overlay material used by this mesh.

◆ SetOverlayMaterialMaxDrawDistance()

void SetOverlayMaterialMaxDrawDistance ( float32 InMaxDrawDistance)

Change the default overlay material max draw distance used by this mesh.

◆ SetPhysicsAsset()

void SetPhysicsAsset ( UPhysicsAsset Value)

◆ SetShadowPhysicsAsset()

void SetShadowPhysicsAsset ( UPhysicsAsset Value)

◆ SetSkeleton()

void SetSkeleton ( USkeleton InSkeleton)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AllMorphTargetNames

const TArray<FString> AllMorphTargetNames

◆ AssetImportData

UAssetImportData AssetImportData

◆ AssetUserData

TArray<TObjectPtr<UAssetUserData> > AssetUserData

Array of user data stored with the asset.

◆ AssetUserDataEditorOnly

TArray<TObjectPtr<UAssetUserData> > AssetUserDataEditorOnly

Array of user data stored with the asset.

◆ Bounds

const FBoxSphereBounds Bounds

Get the extended bounds of this mesh (imported bounds plus bounds extension). USkinnedAsset interface.

◆ bOverrideLODStreamingSettings

bool bOverrideLODStreamingSettings

◆ bSupportLODStreaming

FPerPlatformBool bSupportLODStreaming

◆ ClothLODBiasMode

EClothLODBiasMode ClothLODBiasMode

◆ DefaultAnimatingRig

TSoftObjectPtr<UObject> DefaultAnimatingRig

◆ DefaultMeshDeformer

UMeshDeformer DefaultMeshDeformer

◆ DisableBelowMinLodStripping

FPerPlatformBool DisableBelowMinLodStripping

◆ ImportedBounds

const FBoxSphereBounds ImportedBounds

◆ LODInfo

◆ LODSettings

const USkeletalMeshLODSettings LODSettings

◆ Materials

◆ MaxNumOptionalLODs

FPerPlatformInt MaxNumOptionalLODs

◆ MaxNumStreamedLODs

FPerPlatformInt MaxNumStreamedLODs

◆ MeshClothingAssets

TArray<UClothingAssetBase> MeshClothingAssets

◆ MinLod

◆ MinQualityLevelLOD

FPerQualityLevelInt MinQualityLevelLOD

◆ MorphTargets

TArray<UMorphTarget> MorphTargets

◆ MorphTargetsPtrConv

const TArray<UMorphTarget> MorphTargetsPtrConv

NOTE: BP compiler doesn't support TObjectPtr as an argument type for UFUNCTION so this converting call is required. For many morphs, this can be expensive, since it needs to resolve all TObjectPtrs and construct a new array for it.

◆ NegativeBoundsExtension

FVector NegativeBoundsExtension

◆ NodeMappingData

TArray<UNodeMappingContainer> NodeMappingData

◆ OverlayMaterial

UMaterialInterface OverlayMaterial

◆ OverlayMaterialMaxDrawDistance

float32 OverlayMaterialMaxDrawDistance

◆ PhysicsAsset

UPhysicsAsset PhysicsAsset

◆ PositiveBoundsExtension

FVector PositiveBoundsExtension

◆ PostProcessAnimBlueprint

TSubclassOf<UAnimInstance> PostProcessAnimBlueprint

◆ PostProcessAnimBPLODThreshold

int PostProcessAnimBPLODThreshold

Max LOD level that post-process AnimBPs are evaluated. For example if you have the threshold set to 2, it will evaluate until including LOD 2 (based on 0 index). In case the LOD level gets set to 3, it will stop evaluating the post-process AnimBP. Setting it to -1 will always evaluate it and disable LODing.

◆ RayTracingMinLOD

int RayTracingMinLOD

◆ SamplingInfo

◆ ShadowPhysicsAsset

UPhysicsAsset ShadowPhysicsAsset

◆ Skeleton

const USkeleton Skeleton

◆ SkelMirrorAxis

EAxis SkelMirrorAxis

◆ SkelMirrorFlipAxis

EAxis SkelMirrorFlipAxis

◆ SkelMirrorTable

TArray<FBoneMirrorInfo> SkelMirrorTable

◆ SkinWeightProfiles

TArray<FSkinWeightProfileInfo> SkinWeightProfiles

◆ ThumbnailInfo

UThumbnailInfo ThumbnailInfo