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UE3:SkeletalMeshActorMAT (UT3)

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UT3 Object >> Actor >> SkeletalMeshActor >> SkeletalMeshActorMAT

Contents

Package: 
Engine
Direct subclass:
SkeletalMeshActorMATSpawnable
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. Advanced version of SkeletalMeshActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties

[edit] Properties

[edit] SlotNodes

Type: array<AnimNodeSlot>

Modifiers: transient

Array of Slots

[edit] Default values

Property Value
CollisionType COLLIDE_CustomDefault

[edit] Subobjects

[edit] FaceAudioComponent

Class: Engine.AudioComponent

Inherits from: SkeletalMeshActor.FaceAudioComponent

No new values.

[edit] MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: SkeletalMeshActor.MyLightEnvironment

No new values.

[edit] SkeletalMeshComponent0

Class: Engine.SkeletalMeshComponent

Inherits from: SkeletalMeshActor.SkeletalMeshComponent0

Property Value
Animations None

[edit] Functions

[edit] Native functions

[edit] MAT_BeginAnimControl

native function MAT_BeginAnimControl (array<AnimSetInAnimSets)

Start AnimControl. Add required AnimSets.

[edit] MAT_FinishAnimControl

native function MAT_FinishAnimControl ()

End AnimControl. Release required AnimSets

[edit] MAT_SetAnimPosition

native function MAT_SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Update AnimTree from track info

[edit] MAT_SetAnimWeights

native function MAT_SetAnimWeights (array<Actor.AnimSlotInfoSlotInfos)

Update AnimTree from track weights

[edit] MAT_SetMorphWeight

native function MAT_SetMorphWeight (name MorphNodeName, float MorphWeight)


[edit] MAT_SetSkelControlScale

native function MAT_SetSkelControlScale (name SkelControlName, float Scale)


[edit] Events

[edit] BeginAnimControl

simulated event BeginAnimControl (array<AnimSetInAnimSets)

Overrides: SkeletalMeshActor.BeginAnimControl

Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.

[edit] FinishAnimControl

simulated event FinishAnimControl ()

Overrides: SkeletalMeshActor.FinishAnimControl

Called when we are done with the AnimControl track.

[edit] SetAnimPosition

simulated event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Overrides: SkeletalMeshActor.SetAnimPosition

Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

[edit] SetAnimWeights

simulated event SetAnimWeights (array<Actor.AnimSlotInfoSlotInfos)

Overrides: SkeletalMeshActor.SetAnimWeights

Called each from while the Matinee action is running, to set the animation weights for the actor.

[edit] SetMorphWeight

event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

Called each frame by Matinee to update the weight of a particular MorphNodeWeight.

[edit] SetSkelControlScale

event SetSkelControlScale (name SkelControlName, float Scale)

Overrides: Actor.SetSkelControlScale

Called each frame by Matinee to update the scaling on a SkelControl.