Gah - a solution with more questions. – EntropicLqd
UE3:PhysAnimTestActor (UDK)
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[edit] Properties
[edit] Property group 'PhysAnimTestActor'
[edit] ActorOriginHeight
Type: float
Default value: 50.0
[edit] AngularBoneSpringNames
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
Default value, index 0: 'b_LeftHand'
Default value, index 1: 'b_RightHand'
[edit] LowerBoneNames
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
[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 |
|
||||||||||
| 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
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
Overrides: Actor.PostBeginPlay
When game begins, get anim playing, and go into FixedLower state.
[edit] Tick
Overrides: Actor.Tick
Tick function
[edit] Other instance functions
[edit] DetachAttachments
[edit] EnableMotors
Turn all motors on or off
[edit] EndGrab
[edit] IsAngularBoneSpringName
[edit] IsLinearBoneSpringName
[edit] IsLowerBodyName
Util for determining if a bone is in the LowerBoneNames array.
[edit] OnSetPATAState
Handler for SeqAct_SetPATAState Kismet action.
[edit] PreGrab
[edit] PrePokeActor
[edit] RecoverFromRagdoll
Enter recovery from ragdoll mode.
[edit] SetBodiesFixed
Fix or unfix all bodies
[edit] SetBoneSprings
[edit] SetLowerFixed
Set lower half bones to fixed.
[edit] SetPATAState
Function for changing what state we are in.
