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39 results for "mesh" in function

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.

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.