46 results for "mesh" in function
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.
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.
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.
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 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.
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.
Returns whether this anim instance requires an update this frame.
Called in C++ when the character finishes crouching.
RepNotify called on simulated proxies when bIsCrouched changes.
Called in C++ when the character begins crouching.
Returns whether this AnimInstance supports evaluation on a worker thread for the given skeletal mesh.
Called on a worker thread to evaluate the animation graph when ParallelCanEvaluate returns true.
Plays an animation montage on the character's mesh.
Called after all components have been initialized.
Forces all mesh components on this actor to prestream their textures at full resolution for the specified duration.
Re-queries the avatar actor's movement component, mesh, anim instance, and player controller, updating the cached AbilityActorInfo without changing the owner or avatar actor references themselves.
Pushes the current evaluated curve values from this anim instance into the provided skeletal mesh component, updating morph targets and material parameters.
Captures the current skeletal mesh pose and stores it internally under the given name.
Controls whether this pawn instance participates in runtime navmesh generation.