className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
FDebugSkelMeshSceneProxy::GetTypeHash | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Return a type (or subtype) specific hash for sorting purposes | UnrealEd | virtual SIZE_T GetTypeHash() const | [] |
FDebugSkelMeshSceneProxy::FDebugSkelMeshSceneProxy | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Constructor. | UnrealEd | FDebugSkelMeshSceneProxy ( const [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * InComponent, [FSkeletalMeshRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshRenderData) * InSkelMeshRenderData, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InWireframeOverlayColor ) | [] |
FDebugSkelMeshSceneProxy::~FDebugSkelMeshSceneProxy | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | virtual ~FDebugSkelMeshSceneProxy() | [] | |
FDebugSkelMeshSceneProxy | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | A skeletal mesh component scene proxy with additional debugging options. | UnrealEd | class FDebugSkelMeshSceneProxy : public [FSkeletalMeshSceneProxy](API\Runtime\Engine\FSkeletalMeshSceneProxy) | [
{
"type": "FDebugSkelMeshD...",
"name": "DynamicData",
"description": ""
}
] |
FScopedSuspendAlternateSkinWeightPreview::FScopedSuspendAlternateSkinWeightPreview | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | This constructor suspend the alternate skinning preview for all editor component that use the specified skeletalmesh Parameters: | UnrealEd | FScopedSuspendAlternateSkinWeightPreview ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh ) | [] |
FScopedSuspendAlternateSkinWeightPreview::~FScopedSuspendAlternateSkinWeightPreview | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | This destructor put back the preview alternate skinning | UnrealEd | ~FScopedSuspendAlternateSkinWeightPreview() | [] |
FScopedSuspendAlternateSkinWeightPreview | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | This class is use to remove the alternate skinning preview from the multiple editor that can show it. Important it should be destroy after the PostEditChange of the skeletalmesh is done and the renderdata have been recreate i.e.FScopedSkeletalMeshPostEditChangeshould be create afterFScopedSuspendAlternateSkinWeightPrev... | UnrealEd | class FScopedSuspendAlternateSkinWeightPreview | [] |
FSelectedSocketInfo::IsValid | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | bool IsValid() const | [] | |
FSelectedSocketInfo::Reset | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | void Reset() | [] | |
FSelectedSocketInfo::FSelectedSocketInfo | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Default constructor | UnrealEd | FSelectedSocketInfo() | [] |
FSelectedSocketInfo::FSelectedSocketInfo | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Constructor | UnrealEd | FSelectedSocketInfo ( class [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) * InSocket, bool bInSocketIsOnSkeleton ) | [] |
FSelectedSocketInfo | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | struct FSelectedSocketInfo | [
{
"type": "bool",
"name": "bSocketIsOnSkeleton",
"description": "True if on skeleton, false if on mesh"
},
{
"type": "USkeletalMeshSo...",
"name": "Socket",
"description": "The socket we have selected"
}
] | |
UDebugSkelMeshComponent::CalcBounds | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | UnrealEd | virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const | [] |
UDebugSkelMeshComponent::CanOverrideCollisionProfile | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | virtual bool CanOverrideCollisionProfile() const | [] | |
UDebugSkelMeshComponent::CalcGameBounds | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Get the in-game bounds of the skeleton mesh | UnrealEd | FBoxSphereBounds CalcGameBounds ( const FTransform & LocalToWorld ) const | [] |
UDebugSkelMeshComponent::CanUseProcessRootMotionMode | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Whether the supplied root motion mode can be used for the current asset | UnrealEd | bool CanUseProcessRootMotionMode ( EProcessRootMotionMode Mode ) const | [] |
UDebugSkelMeshComponent::CheckClothTeleport | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | To avoid clothing reset while modifying properties in Persona | UnrealEd | virtual void CheckClothTeleport() | [] |
UDebugSkelMeshComponent::CheckIfBoundsAreCorrrect | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Test if in-game bounds are as big as preview bounds | UnrealEd | bool CheckIfBoundsAreCorrrect() | [] |
UDebugSkelMeshComponent::ConsumeRootMotion | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Update components position based on animation root motion | UnrealEd | void ConsumeRootMotion ( const FVector & FloorMin, const FVector & FloorMax ) | [] |
UDebugSkelMeshComponent::ClearAnimNotifyErrors | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Clears currently stored errors. Call before triggering anim notifies for a particular mesh. | UnrealEd | virtual void ClearAnimNotifyErrors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceNotify ) | [] |
UDebugSkelMeshComponent::CreatePreviewInstance | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Create the preview instance to use (defaultUAnimPreviewInstance) | UnrealEd | virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAnimPreviewInstance](API\Editor\AnimGraph\UAnimPreviewInstance) > CreatePreviewInstance() | [] |
UDebugSkelMeshComponent::CreateSceneProxy | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object. | UnrealEd | virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy() | [] |
UDebugSkelMeshComponent::DisableAllBodiesSimulatePhysics | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Force all body instance to not simulate physics regardless of their physic type To get back in a default state call : ResetAllBodiesSimulatePhysics | UnrealEd | void DisableAllBodiesSimulatePhysics() | [] |
UDebugSkelMeshComponent::DoesCurrentAssetHaveRootMotion | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Whether the current asset or animation blueprint is using root motion | UnrealEd | bool DoesCurrentAssetHaveRootMotion() const | [] |
UDebugSkelMeshComponent::EnablePreview | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | virtual void EnablePreview ( bool bEnable, class [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * PreviewAsset ) | [] | |
UDebugSkelMeshComponent::FAnimNotifyErrors::FAnimNotifyErrors | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | FAnimNotifyErrors &40; UObject &42; InSourceNotify &41; | [] | |
FAnimNotifyErrors | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | TODO - This is a really poor way to post errors to the user. Work out a better way. | UnrealEd | struct FAnimNotifyErrors | [
{
"type": "TArray<FString...",
"name": "Errors",
"description": ""
},
{
"type": "UObject*",
"name": "SourceNotify",
"description": ""
}
] |
UDebugSkelMeshComponent::GetDrawBoneIndices | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Return bone indices to draw | UnrealEd | virtual const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & GetDrawBoneIndices() const | [] |
UDebugSkelMeshComponent::GetDrawTransform | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Returns the transform of the joint | UnrealEd | virtual FTransform GetDrawTransform ( int32 BoneIndex ) const | [] |
UDebugSkelMeshComponent::GetNumDrawTransform | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | virtual int32 GetNumDrawTransform() const | [] | |
UDebugSkelMeshComponent::GetLODBias | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Get the LOD Bias of this component
The LOD bias of this component. Derived classes can override this to ignore or override LOD bias settings. | UnrealEd | virtual int32 GetLODBias() const | [] |
UDebugSkelMeshComponent::GetMutableClothingSimulation | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | To normal game/runtime code we don't want to expose a non-const pointer to the simulation, so we can only get one from this editor-only component. Intended for debug options/visualisations/editor-only code to poke the sim | UnrealEd | [IClothingSimulation](API\Runtime\ClothingSystemRuntimeInterface\IClothingSimulation) * GetMutableClothingSimulation() | [] |
UDebugSkelMeshComponent::GetPreviewRootMotion | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Get whether we should be previewing root motion | UnrealEd | bool GetPreviewRootMotion() const | [] |
UDebugSkelMeshComponent::GetPreviewText | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | [FString](API\Runtime\Core\Containers\FString) GetPreviewText() const | [] | |
UDebugSkelMeshComponent::GetProcessRootMotionMode | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Gets process root motion mode | UnrealEd | EProcessRootMotionMode GetProcessRootMotionMode() const | [] |
UDebugSkelMeshComponent::GetReferenceSkeleton | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Return RefSkeleton for drawing; | UnrealEd | virtual const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetReferenceSkeleton() const | [] |
UDebugSkelMeshComponent::GetUsedMaterials | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Retrieves the materials used in this component | UnrealEd | virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const | [] |
UDebugSkelMeshComponent::GetWireframeMeshOverlayColor | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Get the wireframe mesh overlay color, which basically controls the color of the wireframe. | UnrealEd | [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetWireframeMeshOverlayColor() const | [] |
UDebugSkelMeshComponent::InitAnim | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Animation | UnrealEd | virtual void InitAnim ( bool bForceReinit ) | [] |
UDebugSkelMeshComponent::IsPreviewOn | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Return true if currently preview animation asset is on | UnrealEd | virtual bool IsPreviewOn() const | [] |
UDebugSkelMeshComponent::GetExtendedViewportTextDelegates | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | const [TArray](API\Runtime\Core\Containers\TArray)< FGetExtendedViewportText > & GetExtendedViewportTextDelegates() const | [] | |
UDebugSkelMeshComponent::IsProcessingRootMotion | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Whether we are processing root motion or not | UnrealEd | bool IsProcessingRootMotion() const | [] |
UDebugSkelMeshComponent::IsReferencePoseShown | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | virtual bool IsReferencePoseShown() const | [] | |
UDebugSkelMeshComponent::IsTrackingAttachedLOD | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Whether the current LOD of the debug mesh is being synced with the attached (preview) mesh instance. | UnrealEd | bool IsTrackingAttachedLOD() const | [] |
UDebugSkelMeshComponent::IsUsingInGameBounds | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Does it use in-game bounds or bounds calculated from bones | UnrealEd | bool IsUsingInGameBounds() const | [] |
UDebugSkelMeshComponent::IsUsingPreSkinnedBounds | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Does it use pre-skinned bounds | UnrealEd | bool IsUsingPreSkinnedBounds() const | [] |
UDebugSkelMeshComponent::IsWindEnabled | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | true if wind is enabled | UnrealEd | virtual bool IsWindEnabled() const | [] |
UDebugSkelMeshComponent::OnClearAnimScriptInstance | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | virtual void OnClearAnimScriptInstance() | [] | |
UDebugSkelMeshComponent::PostInitMeshObject | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Function to operate on mesh object after its created, but before it's attached. | UnrealEd | virtual void PostInitMeshObject ( class [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * ) | [] |
UDebugSkelMeshComponent::RebuildClothingSectionsFixedVerts | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Rebuilds the fixed parameter on the mesh to mesh data, to be used if the editor has changed a vert to be fixed or unfixed otherwise the simulation will not work bInvalidateDerivedDataCache can only be false during previewing as otherwise the changes won't be correctly saved | UnrealEd | void RebuildClothingSectionsFixedVerts ( bool bInvalidateDerivedDataCache ) | [] |
UDebugSkelMeshComponent::RefreshBoneTransforms | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.) | UnrealEd | virtual void RefreshBoneTransforms ( [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * TickFunction ) | [] |
UDebugSkelMeshComponent::RefreshSelectedClothingSkinnedPositions | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | void RefreshSelectedClothingSkinnedPositions() | [] | |
UDebugSkelMeshComponent::RegisterExtendedViewportTextDelegate | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Extended viewport text delegate handling. Registering a delegate allows external objects to place custom text in the anim tools viewports. | UnrealEd | [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterExtendedViewportTextDelegate ( const FGetExtendedViewportText & InDelegate ) | [] |
UDebugSkelMeshComponent::ReportAnimNotifyError | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Subclasses such as DebugSkelMeshComponent keep track of errors in the anim notifies so they can be displayed to the user. This function adds an error. Errors are added uniquely and only removed when they're cleared by ClearAnimNotifyError. | UnrealEd | virtual void ReportAnimNotifyError ( const [FText](API\Runtime\Core\Internationalization\FText) & Error, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceNotify ) | [] |
UDebugSkelMeshComponent::RegisterOnDebugForceLODChangedDelegate | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnDebugForceLODChangedDelegate ( const FOnDebugForceLODChanged & InDelegate ) | [] | |
UDebugSkelMeshComponent::ResetMeshSectionVisibility | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Fixes up the disabled flags so clothing is enabled and originals are disabled as ToggleMeshSectionForCloth will make these get out of sync | UnrealEd | void ResetMeshSectionVisibility() | [] |
UDebugSkelMeshComponent::RestoreClothSectionsVisibility | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Restore all section visibilities to original states for all LODs | UnrealEd | void RestoreClothSectionsVisibility() | [] |
UDebugSkelMeshComponent::SendRenderDynamicData_Concurrent | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Called to send dynamic data for this component to the rendering thread | UnrealEd | virtual void SendRenderDynamicData_Concurrent() | [] |
UDebugSkelMeshComponent::SetAnimClass | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Set the anim instance class. Clears and re-initializes the anim instance with the new class and sets animation mode to 'AnimationBlueprint' | UnrealEd | virtual void SetAnimClass ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewClass ) | [] |
UDebugSkelMeshComponent::SetCustomDefaultPose | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Define Custom Default pose for this component for preview | UnrealEd | virtual void SetCustomDefaultPose() | [] |
UDebugSkelMeshComponent::SetDebugForcedLOD | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Helper method that sets the forced lod. | UnrealEd | void SetDebugForcedLOD ( int32 InNewForcedLOD ) | [] |
UDebugSkelMeshComponent::SetMeshSectionVisibilityForCloth | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Find a section using a clothing asset with the given GUID and set its visiblity | UnrealEd | void SetMeshSectionVisibilityForCloth ( [FGuid](API\Runtime\Core\Misc\FGuid) InClothGuid, bool bVisibility ) | [] |
UDebugSkelMeshComponent::SetPreviewRootMotion | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Set whether we should be previewing root motion. Note: disabling root motion preview resets transform. | UnrealEd | void SetPreviewRootMotion ( bool bInPreviewRootMotion ) | [] |
UDebugSkelMeshComponent::SetProcessRootMotionMode | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Sets process root motion mode. Note: disabling root motion preview resets transform. | UnrealEd | void SetProcessRootMotionMode ( EProcessRootMotionMode Mode ) | [] |
UDebugSkelMeshComponent::SetShowBoneWeight | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Update material information depending on color render mode Refresh/replace materials | UnrealEd | void SetShowBoneWeight ( bool bNewShowBoneWeight ) | [] |
UDebugSkelMeshComponent::SetShowClothProperty | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Sets the flag used to determine whether or not the current active cloth sim mesh should be rendered | UnrealEd | void SetShowClothProperty ( bool bState ) | [] |
UDebugSkelMeshComponent::SetShowMorphTargetVerts | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Update material information depending on color render mode Refresh/replace materials | UnrealEd | void SetShowMorphTargetVerts ( bool bNewShowMorphTargetVerts ) | [] |
UDebugSkelMeshComponent::SetSkeletalMesh | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc. | UnrealEd | virtual void SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewMesh, bool bReinitPose ) | [] |
UDebugSkelMeshComponent::SetWireframeMeshOverlayColor | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Set the wireframe mesh overlay color, which basically controls the color of the wireframe. | UnrealEd | void SetWireframeMeshOverlayColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color ) | [] |
UDebugSkelMeshComponent::ShouldCPUSkin | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Function returns whether or not CPU skinning should be applied Allows the editor to override the skinning state for editor tools
true if should CPU skin. false otherwise | UnrealEd | virtual bool ShouldCPUSkin() | [] |
UDebugSkelMeshComponent::ShouldRenderSelected | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Engine only draw bounds IF selected | UnrealEd | virtual bool ShouldRenderSelected() const | [] |
UDebugSkelMeshComponent::ShowReferencePose | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Reference pose for this component we don't want to use default refpose because you still want to move joint when this mode is on | UnrealEd | virtual void ShowReferencePose ( bool bRefPose ) | [] |
UDebugSkelMeshComponent::ShouldRunClothTick | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Overridden to support single clothing ticks. | UnrealEd | virtual bool ShouldRunClothTick() const | [] |
UDebugSkelMeshComponent::TickComponent | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true. | UnrealEd | virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction ) | [] |
UDebugSkelMeshComponent::ToggleClothSectionsVisibility | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Toggle visibility between cloth sections and non-cloth sections for all LODs if bShowOnlyClothSections is true, shows only cloth sections. On the other hand, if bShowOnlyClothSections is false, hides only cloth sections. | UnrealEd | void ToggleClothSectionsVisibility ( bool bShowOnlyClothSections ) | [] |
UDebugSkelMeshComponent::UnregisterOnDebugForceLODChangedDelegate | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | void UnregisterOnDebugForceLODChangedDelegate() | [] | |
UDebugSkelMeshComponent::UDebugSkelMeshComponent | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | UDebugSkelMeshComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UDebugSkelMeshComponent::UsePreSkinnedBounds | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Set to use pre-skinned bounds | UnrealEd | void UsePreSkinnedBounds ( bool bUsePreSkinnedBounds ) | [] |
UDebugSkelMeshComponent | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | class UDebugSkelMeshComponent : public [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) | [
{
"type": "TArray< FTransf...",
"name": "AdditiveBasePoses",
"description": "Storage of Additive Base Pose for when bDisplayAdditiveBasePose == true, as they have to be calculated"
},
{
"type": "TArray<FAnimNo...",
"name": "AnimNotifyErrors",
"description": ""
},
{
"type": "TArra... | |
UEditorAnimBaseObj::ApplyChangesToMontage | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimBaseObj.h | UnrealEd | virtual bool ApplyChangesToMontage() | [] | |
UEditorAnimBaseObj::InitFromAnim | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimBaseObj.h | UnrealEd | virtual void InitFromAnim ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimObjectIn, FOnAnimObjectChange OnChange ) | [] | |
UEditorAnimBaseObj::PostEditChangeProperty | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimBaseObj.h | Called when a property on this object has been modified externally | UnrealEd | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UDebugSkelMeshComponent::UseInGameBounds | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | Set to use in-game bounds or bounds calculated from bones | UnrealEd | void UseInGameBounds ( bool bUseInGameBounds ) | [] |
UDebugSkelMeshComponent::UnregisterExtendedViewportTextDelegate | /Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h | UnrealEd | void UnregisterExtendedViewportTextDelegate ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & InDelegateHandle ) | [] | |
UEditorAnimBaseObj::PreEditChange | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimBaseObj.h | This is called when a property is about to be modified externally | UnrealEd | virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange ) | [] |
UEditorAnimBaseObj::PropertyChangeRequiresRebuild | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimBaseObj.h | UnrealEd | virtual bool PropertyChangeRequiresRebuild ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] | |
UEditorAnimBaseObj | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimBaseObj.h | UnrealEd | class UEditorAnimBaseObj : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "UAnimSequenceBa...",
"name": "AnimObject",
"description": ""
},
{
"type": "FOnAnimObjectCh...",
"name": "OnChange",
"description": ""
}
] | |
UEditorAnimBaseObj::UEditorAnimBaseObj | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimBaseObj.h | UnrealEd | UEditorAnimBaseObj ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UEditorAnimCompositeSegment::ApplyChangesToMontage | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCompositeSegment.h | UnrealEd | virtual bool ApplyChangesToMontage() | [] | |
UEditorAnimCompositeSegment::InitAnimSegment | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCompositeSegment.h | UnrealEd | virtual void InitAnimSegment ( int32 AnimSegmentIndex ) | [] | |
UEditorAnimCompositeSegment::PostEditChangeProperty | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCompositeSegment.h | Called when a property on this object has been modified externally | UnrealEd | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UEditorAnimCompositeSegment::PropertyChangeRequiresRebuild | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCompositeSegment.h | UnrealEd | virtual bool PropertyChangeRequiresRebuild ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] | |
UEditorAnimCompositeSegment | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCompositeSegment.h | UnrealEd | class UEditorAnimCompositeSegment : public [UEditorAnimBaseObj](API\Editor\UnrealEd\Animation\UEditorAnimBaseObj) | [
{
"type": "FAnimSegment",
"name": "AnimSegment",
"description": "Default blend in time."
},
{
"type": "int",
"name": "AnimSegmentIndex",
"description": ""
}
] | |
UEditorAnimCompositeSegment::UEditorAnimCompositeSegment | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCompositeSegment.h | UnrealEd | UEditorAnimCompositeSegment ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UEditorAnimCurveBoneLinks::Initialize | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCurveBoneLinks.h | Deprecated* Please use Initialize that takes aFName | UnrealEd | virtual void Initialize ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [IEditableSkeleton](API\Editor\SkeletonEditor\IEditableSkeleton) > InEditableSkeleton, const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InCurveName, FOnAnimCurveBonesChange OnChangeIn ) | [] |
UEditorAnimCurveBoneLinks::Initialize | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCurveBoneLinks.h | UnrealEd | virtual void Initialize ( [UAnimCurveMetaData](API\Runtime\Engine\Animation\UAnimCurveMetaData) * InAnimCurveMetaData, const [FName](API\Runtime\Core\UObject\FName) & InCurveName, FOnAnimCurveBonesChange OnChangeIn ) | [] | |
UEditorAnimCurveBoneLinks::PostEditChangeProperty | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCurveBoneLinks.h | Called when a property on this object has been modified externally | UnrealEd | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UEditorAnimCurveBoneLinks::Refresh | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCurveBoneLinks.h | Deprecated* Please use Refresh that takes aFName | UnrealEd | void Refresh ( const [FSmartName](API\Runtime\Engine\Animation\FSmartName) & InCurveName, const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) > & CurrentLinks, uint8 InMaxLOD ) | [] |
UEditorAnimCurveBoneLinks::Refresh | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCurveBoneLinks.h | Refresh current Connected Bones data | UnrealEd | void Refresh ( const [FName](API\Runtime\Core\UObject\FName) & InCurveName, const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) > & CurrentLinks, uint8 InMaxLOD ) | [] |
UEditorAnimCurveBoneLinks::UEditorAnimCurveBoneLinks | /Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCurveBoneLinks.h | UnrealEd | UEditorAnimCurveBoneLinks ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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