FCBP_CPSkeletal
Skeletal mesh, physics and animation assets of an entity. Passed with .skeletal(...).
Setters
| Setter | Effect |
|---|---|
skeletalMesh(USkeletalMesh*) |
Main skeletal mesh. Also used to auto-size the entity’s capsule. |
skeletalMeshChilds(TArray<USkeletalMesh*>) |
Extra meshes added as leader-pose children (modular characters following the main skeleton). |
physicsAsset(UPhysicsAsset*) |
Physics asset; used at death for the ragdoll. |
animClass(TSubclassOf<UCAnimInstance>) |
Animation Blueprint class. If null, falls back to CdryxTemplateAnimBP. Set after the mesh. |
animSequences(TMap<FName, UAnimSequence*>) |
Idle/walk/run/jump sequences. Keys must be the enumToName of ECAnimeTemplateSequenceName (that is how the template AnimBP looks them up). Exposed on the AnimInstance as cdryxAnimSequenceMap. |
blendspaces(TMap<FName, UBlendSpace*>) |
Blendspaces, keyed by ECAnimeTemplateBlendspaceName names. Exposed as cdryxBlendSpaceMap. |
animMontageBases(TArray<FCBP_MontageWithName>) |
Montages per slot → FCBP_MontageWithName. The maker dispatches each key: ATTACK_0..9 build the combo array, DAMAGED/KILLED/BLOCK_START/BLOCK_END/RANGE_START/RANGE_END/TURN_LEFT/TURN_RIGHT each fill their dedicated montage (first found wins). |