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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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UEditorAnimCurveBoneLinks::UEditorAnimCurveBoneLinks
/Engine/Source/Editor/UnrealEd/Classes/Animation/EditorAnimCurveBoneLinks.h
UnrealEd
UEditorAnimCurveBoneLinks ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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