UStreamableRenderAsset > UObject
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc).
Member | Type | Offset | Share |
---|---|---|---|
Skeleton | USkeleton* | 0x60 | |
ImportedBounds | FBoxSphereBounds | 0x68 | |
ExtendedBounds | FBoxSphereBounds | 0x84 | |
PositiveBoundsExtension
The properties below are protected to force the use of the Set* methods for this data in code so we can keep the extended bounds up to date after changing the data. |
FVector | 0xa0 | |
NegativeBoundsExtension
Bound extension values in addition to imported bound in the negative direction of XYZ, positive value increases bound size and negative value decreases bound size. |
FVector | 0xac | |
Materials | TArray<FSkeletalMaterial> | 0xb8 | |
SkelMirrorTable | TArray<FBoneMirrorInfo> | 0xc8 | |
LODInfo | TArray<FSkeletalMeshLODInfo> | 0xd8 | |
MinLOD | FPerPlatformInt | 0x138 | |
DisableBelowMinLodStripping | FPerPlatformBool | 0x13c | |
SkelMirrorAxis | EAxis | 0x13d | |
SkelMirrorFlipAxis | EAxis | 0x13e | |
bUseFullPrecisionUVs : 1 | char | 0x13f | |
bUseHighPrecisionTangentBasis : 1 | char | 0x13f | |
bHasBeenSimplified : 1 | char | 0x13f | |
bHasVertexColors : 1 | char | 0x13f | |
bEnablePerPolyCollision : 1 | char | 0x13f | |
BodySetup | UBodySetup* | 0x140 | |
PhysicsAsset | UPhysicsAsset* | 0x148 | |
ShadowPhysicsAsset | UPhysicsAsset* | 0x150 | |
NodeMappingData | TArray<UNodeMappingContainer*> | 0x158 | |
MorphTargets | TArray<UMorphTarget*> | 0x168 | |
PostProcessAnimBlueprint | UAnimInstance* | 0x2f0 | |
MeshClothingAssets | TArray<UClothingAssetBase*> | 0x2f8 | |
SamplingInfo
Defines if and how to generate a set of precomputed data allowing targeted and fast sampling of this mesh on the CPU. |
FSkeletalMeshSamplingInfo | 0x308 | |
AssetUserData
Array of user data stored with the asset |
TArray<UAssetUserData*> | 0x338 | |
Sockets | TArray<USkeletalMeshSocket*> | 0x350 | |
SkinWeightProfiles
Set of skin weight profiles associated with this mesh |
TArray<FSkinWeightProfileInfo> | 0x370 |