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UE3:PhysAnimTestActor (UDK)

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UDK Object >> Actor >> PhysAnimTestActor

Contents

Package: 
UTGame
This class in other games:
UT3


[edit] Properties

[edit] Property group 'PhysAnimTestActor'

[edit] ActorOriginHeight

Type: float


Default value: 50.0

[edit] AngularBoneSpringNames

Type: array<name>


Default value: 'b_head'

[edit] AngularHipDriveScale

Type: float


Default value: 5.0

[edit] BlendStaggerAnimTime

Type: float


Default value: 0.15

[edit] GetUpBlendTime

Type: float


Default value: 0.2

[edit] GetUpToIdleTime

Type: float


Default value: 0.4

[edit] LinearBoneSpringNames

Type: array<name>


Default value, index 0: 'b_LeftHand'

Default value, index 1: 'b_RightHand'

[edit] LowerBoneNames

Type: array<name>

Names of bones that make up the 'lower half' of this actor.

Default value, index 0: 'b_LeftLegUpper'

Default value, index 1: 'b_LeftLeg'

Default value, index 2: 'b_LeftAnkle'

Default value, index 3: 'b_RightLegUpper'

Default value, index 4: 'b_RightLeg'

Default value, index 5: 'b_RightAnkle'

Default value, index 6: 'b_Hips'

[edit] MotorDownAnimTime

Type: float


Default value: 0.4

[edit] MotorDownTime

Type: float


Default value: 1.4

[edit] PokeBlendTime

Type: float


Default value: 0.5

[edit] PokePauseTime

Type: float


Default value: 0.7

[edit] SkeletalMeshComponent

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'SkeletalMeshComponent0'

[edit] StaggerMuscleScale

Type: float


Default value: 200.0

[edit] StaggerSpeedAdj

Type: float


Default value: 0.1

[edit] StaggerVel

Type: float


Default value: 100.0

[edit] Internal variables

[edit] bBlendingBack

Type: bool


[edit] bBlendToGetUp

Type: bool


[edit] BlendBackStartTime

Type: float


[edit] BlendNode

Type: AnimNodeBlend


[edit] bNextPokeKnocksDown

Type: bool


[edit] bRampingDownMotors

Type: bool


[edit] CurrentState

Type: EPATAState


[edit] GetUpBlendStartTime

Type: float


[edit] GetUpNode

Type: AnimNodeSequence


[edit] HipBody

Type: RB_BodyInstance


[edit] MotorDownStartTime

Type: float


[edit] MoveDir

Type: Object.Vector


[edit] RunNode

Type: AnimNodeSequence


[edit] Default values

Property Value
bCollideActors True
bNoDelete True
bProjTarget True
CollisionComponent SkeletalMeshComponent'SkeletalMeshComponent0'
CollisionType COLLIDE_CustomDefault
Components[0] SkeletalMeshComponent'SkeletalMeshComponent0'

[edit] Subobjects

[edit] SkeletalMeshComponent0

Class: Engine.SkeletalMeshComponent

Property Value
AnimSets[0] AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
AnimTreeTemplate AnimTree'TestAnimPhys.TestAnimPhys_Tree'
bHasPhysicsAssetInstance True
BlockRigidBody True
BlockZeroExtent True
bUpdateJointsFromAnimation True
CollideActors True
PhysicsAsset PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
PhysicsWeight 1.0
RBChannel RBCC_EffectPhysics
RBCollideWithChannels
Member Value
BlockingVolume True
Default True
EffectPhysics True
GameplayPhysics True
ReplacementPrimitive None
SkeletalMesh SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'

[edit] Enums

[edit] EPATAState

PATA_FixedAll 
PATA_FixedLower 
PATA_MotorRagdoll 
PATA_Floppy 
PATA_Recover 

[edit] Functions

[edit] Events

[edit] OnAnimEnd

event OnAnimEnd (AnimNodeSequence InSeqNode, float PlayedTime, float ExcessTime)

Overrides: Actor.OnAnimEnd

(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay

When game begins, get anim playing, and go into FixedLower state.

[edit] Tick

event Tick (float DeltaSeconds)

Overrides: Actor.Tick

Tick function

[edit] Other instance functions

[edit] DetachAttachments

function DetachAttachments ()


[edit] EnableMotors

function EnableMotors (bool InEnabled)

Turn all motors on or off

[edit] EndGrab

function EndGrab ()


[edit] IsAngularBoneSpringName

function bool IsAngularBoneSpringName (name InName)


[edit] IsLinearBoneSpringName

function bool IsLinearBoneSpringName (name InName)


[edit] IsLowerBodyName

function bool IsLowerBodyName (name InName)

Util for determining if a bone is in the LowerBoneNames array.

[edit] OnSetPATAState

function OnSetPATAState (SeqAct_SetPATAState Action)

Handler for SeqAct_SetPATAState Kismet action.

[edit] PreGrab

function bool PreGrab ()


[edit] PrePokeActor

function bool PrePokeActor (Object.Vector PokeDir)


[edit] RecoverFromRagdoll

function RecoverFromRagdoll ()

Enter recovery from ragdoll mode.

[edit] SetBodiesFixed

function SetBodiesFixed (bool InFixed)

Fix or unfix all bodies

[edit] SetBoneSprings

function SetBoneSprings (bool bEnabled)


[edit] SetLowerFixed

function SetLowerFixed ()

Set lower half bones to fixed.

[edit] SetPATAState

function SetPATAState (EPATAState NewState)

Function for changing what state we are in.

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