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50 results for "mesh"

class
USkeletalMeshComponent Engine

A component that renders a skeletal mesh and drives it with animation.

class
USplineMeshComponent Engine

A static mesh component that deforms its mesh along a local spline segment, stretching or bending it between two defined points.

class
UStaticMeshComponent Engine

A component that renders a static mesh asset.

function
USkeletalMeshComponent::PlayAnimation Engine

Plays an animation asset directly on the skeletal mesh, bypassing the Animation Blueprint.

function
ACharacter::CacheInitialMeshOffset Engine

Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.

function
ACharacter::GetMesh Engine

Returns the character's skeletal mesh component (the Mesh subobject).

function
UAnimInstance::GetSkelMeshComponent Engine

Returns the USkeletalMeshComponent that owns this anim instance.

property
UCharacterMovementComponent::NavMeshProjectionHeightScaleDown Engine

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.

property
UCharacterMovementComponent::NavMeshProjectionHeightScaleUp Engine

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.

property
UCharacterMovementComponent::NavMeshProjectionInterpSpeed Engine

Speed at which the visual capsule offset interpolates toward the newly traced nav mesh projection between raycasts.

property
UCharacterMovementComponent::NavMeshProjectionInterval Engine

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.

property
UCharacterMovementComponent::NavMeshProjectionTimer Engine

Internal countdown timer that tracks when the next NavMesh-to-geometry projection raycast should fire while NavWalking.

property
UBlendSpace::bAllowMeshSpaceBlending Engine

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.

property
UBlendSpace::bContainsRotationOffsetMeshSpaceSamples Engine

Cached flag indicating whether any sample in the blend space has rotation offsets that must be applied in mesh space rather than local space.

class
ACharacter Engine

ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.

function
UAnimInstance::BlueprintBeginPlay Engine

Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.

function
UAnimInstance::Blueprint_GetMainAnimInstance Engine

Returns the main animation instance hosted directly on the skeletal mesh component.

function
UKismetRenderingLibrary::BreakSkinWeightInfo Engine

Decomposes an FSkelMeshSkinWeightInfo struct into its four individual bone index/weight pairs.

function
UAnimInstance::CanRunParallelWork Engine

Returns whether this anim instance is eligible to run its animation evaluation on a worker thread in parallel with the game thread.

function
UAnimInstance::ClearMorphTargets Engine

Resets all morph target weights on the owning skeletal mesh to zero.

function
ACharacter::FindComponentByClass Engine

Returns the first component of the given class attached to this character.

function
UCharacterMovementComponent::FindNavFloor Engine

Projects TestLocation onto the navmesh to find the corresponding navmesh floor height, used for NavWalking movement mode.

function
ACharacter::GetBaseRotationOffset Engine

Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.

function
ACharacter::GetBaseRotationOffsetRotator Engine

Returns the cached mesh rotation offset from the capsule as an FRotator.

function
ACharacter::GetBaseTranslationOffset Engine

Returns the cached translation offset of the mesh relative to the capsule center.

function
ACharacter::GetCurrentMontage Engine

Returns the animation montage currently playing on the character's mesh, or nullptr if no montage is active.

function
AActor::GetHLODRelevantComponents Engine

Returns the list of components from this actor that should contribute geometry to the actor's Hierarchical LOD proxy mesh during a HLOD build.

function
UAnimInstance::GetLODLevel Engine

Returns the LOD level at which this animation instance is currently being evaluated, mirroring the skeletal mesh component's predicted LOD.

function
APawn::GetNavAgentPropertiesRef Engine

Returns the nav agent properties (agent radius, height, step height, etc.

function
UAnimInstance::GetOwningActor Engine

Returns the actor that owns the skeletal mesh component driving this animation instance.

function
UAnimInstance::GetOwningComponent Engine

Returns the skeletal mesh component that created and hosts this animation instance.

function
UNavigationSystemV1::GetRandomReachablePointInRadius NavigationSystem

Returns a random NavMesh point that is reachable from Origin within the given radius.

function
UAnimInstance::GetWorld Engine

Returns the UWorld the anim instance belongs to, derived from its owning skeletal mesh component's outer chain.

function
UGameplayStatics::GrassOverlappingSphereCount Engine

Returns the number of procedural grass foliage instances of a given static mesh that overlap a sphere.

function
AActor::HasHLODRelevantComponents Engine

Returns whether this actor contains any components that should be included when building its Hierarchical LOD proxy mesh.

function
UAbilitySystemComponent::InitAbilityActorInfo GameplayAbilities

Initialises the AbilityActorInfo structure with owner and avatar actors, caching movement component, mesh, anim instance, and player controller references used throughout the GAS system.

function
UAnimInstance::InitializeAnimation Engine

Initializes the animation instance, setting up all animation nodes, state machines, and internal data structures.

function
AActor::IsComponentRelevantForNavigation Engine

Override to control whether a specific owned component contributes geometry to the navigation mesh.

function
AActor::IsHLODRelevant Engine

Returns whether this actor should contribute geometry to Hierarchical Level of Detail (HLOD) mesh generation.

function
UActorComponent::IsHLODRelevant Engine

Override to indicate that this component should be included in HLOD (Hierarchical Level of Detail) proxy generation.

function
UAnimInstance::IsInitialized Engine

Returns whether this anim instance has completed its initialization and is ready for use.

function
UActorComponent::IsNavigationRelevant Engine

Override to indicate that this component actively contributes navigation data.

function
UActorComponent::IsRenderInstancesDirty Engine

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.

function
UKismetAnimationLibrary::K2_DirectionBetweenSockets AnimGraphRuntime

Returns the normalized world-space direction vector from one named socket/bone to another on a skeletal mesh.

function
UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange AnimGraphRuntime

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.

function
UKismetRenderingLibrary::MakeSkinWeightInfo Engine

Constructs an FSkelMeshSkinWeightInfo struct from up to four bone index/weight pairs.

function
UActorComponent::MarkRenderInstancesDirty Engine

Marks per-instance render data (transforms, custom float data) as dirty so it is flushed to the renderer at end of frame.

function
UAnimInstance::NativeBeginPlay Engine

C++ lifecycle hook called when the owning skeletal mesh component's BeginPlay fires.

function
UAnimInstance::NativePostEvaluateAnimation Engine

Called after the anim graph has been evaluated and final bone transforms are computed.

function
UAnimInstance::NativeUninitializeAnimation Engine

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.