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SkeletalMeshActor

Class in Engine · Engine.SkeletalMeshActor · native, placeable

Object › Actor › SkeletalMeshActor

Subclasses: SkeletalMeshActorBasedOnExtremeContent, SkeletalMeshActorSpawnable, SkeletalMeshCinematicActor

Using it from Lua
h7.find_all("SkeletalMeshActor")            -- live instances
h7.find_class("Engine.SkeletalMeshActor")   -- the class
h7.hook("Engine.SkeletalMeshActor.ApplyCheckpointRecord", fn)

Structs

CheckpointRecord

FieldType
bReplicatedbool
bHiddenbool
bSavedPositionbool
Locationvector
Rotationrotator

SkelMeshActorControlTarget

FieldType
ControlNamename
TargetActoractor

Properties

NameTypeNotes
bCollideActors_OldValuebool
bDamageAppliesImpulsebool
bForceSaveInCheckpointbool
bShouldDoAnimNotifiesbool
bShouldShadowParentAllAttachedActorsbool
ControlTargetsarray<SkelMeshActorControlTarget>
FacialAudioCompAudioComponent
InterpGroupListarrayno declaration: type is approximate
LightEnvironmentLightEnvironmentComponentconst, editconst
ReplicatedMaterial0MaterialInterfacerepnotify
ReplicatedMaterial1MaterialInterfacerepnotify
ReplicatedMeshSkeletalMeshtransient, repnotify
SavedAnimSeqNamenametransient, private
SavedCurrentTimefloattransient, private
SkeletalMeshComponentSkeletalMeshComponent

Functions

NameDeclaration
ApplyCheckpointRecordfunction ApplyCheckpointRecord(const out CheckpointRecord Record)
BeginAnimControlsimulated event BeginAnimControl(InterpGroup InInterpGroup)
CreateCheckpointRecordfunction CreateCheckpointRecord(out CheckpointRecord Record)
CreateForceFieldevent bool CreateForceField(const AnimNotify_Forcefield AnimNotifyData)
Destroyedsimulated event Destroyed()
DoKismetAttachmentfunction DoKismetAttachment(Actor Attachment, SeqAct_AttachToActor Action)
FinishAnimControlsimulated event FinishAnimControl(InterpGroup InInterpGroup)
GetActorFaceFXAssetsimulated event FaceFXAsset GetActorFaceFXAsset()
GetFaceFXAudioComponentsimulated event AudioComponent GetFaceFXAudioComponent()
IsActorPlayingFaceFXAnimsimulated function bool IsActorPlayingFaceFXAnim()
MAT_BeginAnimControlnative function MAT_BeginAnimControl(InterpGroup InInterpGroup)
MAT_FinishAnimControlnative function MAT_FinishAnimControl(InterpGroup InInterpGroup)
OnPlayFaceFXAnimsimulated function OnPlayFaceFXAnim(SeqAct_PlayFaceFXAnim inAction)
OnSetMaterialfunction OnSetMaterial(SeqAct_SetMaterial Action)
OnSetMeshevent OnSetMesh(SeqAct_SetMesh Action)
OnSetSkelControlTargetsimulated event OnSetSkelControlTarget(SeqAct_SetSkelControlTarget Action)
OnTogglesimulated function OnToggle(SeqAct_Toggle action)
OnUpdatePhysBonesFromAnimsimulated event OnUpdatePhysBonesFromAnim(SeqAct_UpdatePhysBonesFromAnim Action)
PlayActorFaceFXAnimsimulated event bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay)
PlayParticleEffectevent bool PlayParticleEffect(const AnimNotify_PlayParticleEffect AnimNotifyData)
PostBeginPlaysimulated event PostBeginPlay()
ReplicatedEventsimulated event ReplicatedEvent(name VarName)
SetAnimPositionsimulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion)
ShouldSaveForCheckpointfunction bool ShouldSaveForCheckpoint()
SkelMeshActorOnParticleSystemFinishedsimulated function SkelMeshActorOnParticleSystemFinished(ParticleSystemComponent PSC)
StopActorFaceFXAnimsimulated event StopActorFaceFXAnim()
TakeDamageevent TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
UpdateAnimSetListnative simulated function UpdateAnimSetList()

Default values

LightEnvironment=MyLightEnvironment
CollisionComponent=SkeletalMeshComponent0
SkeletalMeshComponent=SkeletalMeshComponent0
FacialAudioComp=FaceAudioComponent
Physics=PHYS_None
bEdShouldSnap=TRUE
bStatic=FALSE
bCollideActors=false
bBlockActors=FALSE
bWorldGeometry=FALSE
bCollideWorld=FALSE
bNoEncroachCheck=TRUE
bProjTarget=TRUE
bUpdateSimulatedPosition=FALSE
RemoteRole=ROLE_None
bNoDelete=TRUE
bShouldDoAnimNotifies=true
bCollideActors_OldValue=true

Inherited

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions