USkeletalMeshComponent
Inherits: UObjectBase › UObjectBaseUtility › UObject › UActorComponent › USceneComponent › UPrimitiveComponent › UMeshComponent › USkinnedMeshComponent › USkeletalMeshComponent
#include "Components/SkeletalMeshComponent.h" Description
A component that renders a skeletal mesh and drives it with animation. This is the primary component for characters, creatures, and any mesh that needs bones, sockets, or animation.
Caveats & Gotchas
- • Assign an Animation Blueprint via SetAnimInstanceClass() at runtime, or set it in the Details panel at design time.
- • Physics simulation and animation are mutually exclusive per-bone — use SetAllBodiesSimulatePhysics carefully alongside animation.
- • GetAnimInstance() returns null if no Animation Blueprint is set or if the component hasn't been registered yet.
Example
Play a montage via the mesh component C++
USkeletalMeshComponent* Mesh = GetMesh();
if (UAnimInstance* AnimInst = Mesh->GetAnimInstance())
{
AnimInst->Montage_Play(MyMontage);
} Functions (1)
Animation 1 ▼
| Access | Type | Name |
|---|---|---|
| public | function | USkeletalMeshComponent::PlayAnimation |
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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