50 results for "mesh"
A component that renders a skeletal mesh and drives it with animation.
A static mesh component that deforms its mesh along a local spline segment, stretching or bending it between two defined points.
A component that renders a static mesh asset.
Plays an animation asset directly on the skeletal mesh, bypassing the Animation Blueprint.
Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.
Returns the character's skeletal mesh component (the Mesh subobject).
Returns the USkeletalMeshComponent that owns this anim instance.
Scale of the capsule's total height used for the downward trace distance when projecting a NavWalking character from the nav mesh down onto the underlying geometry.
Scale of the capsule's total height used to start the upward trace when projecting a NavWalking character from the nav mesh down onto the underlying geometry.
Speed at which the visual capsule offset interpolates toward the newly traced nav mesh projection between raycasts.
Sets how often, in seconds, NavWalking characters raycast from the nav mesh down to the underlying geometry to keep their visual position matched to the floor.
Internal countdown timer that tracks when the next NavMesh-to-geometry projection raycast should fire while NavWalking.
Enables mesh-space blending when per-bone sample smoothing overrides are in use, so different parts of the skeleton can reach their target pose at different speeds — for example, letting the head turn toward an aim target faster than the body.
Cached flag indicating whether any sample in the blend space has rotation offsets that must be applied in mesh space rather than local space.
ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.
Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.
Returns the main animation instance hosted directly on the skeletal mesh component.
Decomposes an FSkelMeshSkinWeightInfo struct into its four individual bone index/weight pairs.
Returns whether this anim instance is eligible to run its animation evaluation on a worker thread in parallel with the game thread.
Resets all morph target weights on the owning skeletal mesh to zero.
Returns the first component of the given class attached to this character.
Projects TestLocation onto the navmesh to find the corresponding navmesh floor height, used for NavWalking movement mode.
Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.
Returns the cached mesh rotation offset from the capsule as an FRotator.
Returns the cached translation offset of the mesh relative to the capsule center.
Returns the animation montage currently playing on the character's mesh, or nullptr if no montage is active.
Returns the list of components from this actor that should contribute geometry to the actor's Hierarchical LOD proxy mesh during a HLOD build.
Returns the LOD level at which this animation instance is currently being evaluated, mirroring the skeletal mesh component's predicted LOD.
Returns the nav agent properties (agent radius, height, step height, etc.
Returns the actor that owns the skeletal mesh component driving this animation instance.
Returns the skeletal mesh component that created and hosts this animation instance.
Returns a random NavMesh point that is reachable from Origin within the given radius.
Returns the UWorld the anim instance belongs to, derived from its owning skeletal mesh component's outer chain.
Returns the number of procedural grass foliage instances of a given static mesh that overlap a sphere.
Returns whether this actor contains any components that should be included when building its Hierarchical LOD proxy mesh.
Initialises the AbilityActorInfo structure with owner and avatar actors, caching movement component, mesh, anim instance, and player controller references used throughout the GAS system.
Initializes the animation instance, setting up all animation nodes, state machines, and internal data structures.
Override to control whether a specific owned component contributes geometry to the navigation mesh.
Returns whether this actor should contribute geometry to Hierarchical Level of Detail (HLOD) mesh generation.
Override to indicate that this component should be included in HLOD (Hierarchical Level of Detail) proxy generation.
Returns whether this anim instance has completed its initialization and is ready for use.
Override to indicate that this component actively contributes navigation data.
Returns true if per-instance render data (such as instance transforms or custom data for instanced meshes) is marked dirty and awaiting an update to the renderer.
Returns the normalized world-space direction vector from one named socket/bone to another on a skeletal mesh.
Computes the distance between two named sockets or bones on a skeletal mesh, optionally remapping the raw distance into a normalized output range for driving things like blend weights.
Constructs an FSkelMeshSkinWeightInfo struct from up to four bone index/weight pairs.
Marks per-instance render data (transforms, custom float data) as dirty so it is flushed to the renderer at end of frame.
C++ lifecycle hook called when the owning skeletal mesh component's BeginPlay fires.
Called after the anim graph has been evaluated and final bone transforms are computed.
Called when the anim instance is being torn down, typically when the owning skeletal mesh component is destroyed or the animation blueprint is changed at runtime.