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UE3:SkeletalMeshActor (UDK)
Contents
- 1 Properties
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.2.1 BeginAnimControl
- 3.2.2 Destroyed
- 3.2.3 FinishAnimControl
- 3.2.4 GetActorFaceFXAsset
- 3.2.5 GetFaceFXAudioComponent
- 3.2.6 OnSetMesh
- 3.2.7 OnSetSkelControlTarget
- 3.2.8 OnUpdatePhysBonesFromAnim
- 3.2.9 PlayActorFaceFXAnim
- 3.2.10 PlayParticleEffect
- 3.2.11 PostBeginPlay
- 3.2.12 ReplicatedEvent
- 3.2.13 SetAnimPosition
- 3.2.14 StopActorFaceFXAnim
- 3.2.15 TakeDamage
- 3.3 Other instance functions
- Package:
- Engine
- Direct subclasses:
- MorphTestActor, SkeletalMeshActorBasedOnExtremeContent, SkeletalMeshActorSpawnable, SkeletalMeshCinematicActor
- This class in other games:
- UT3
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Properties[edit]
Property group 'Gears'[edit]
bCheckpointSaveRotation[edit]
Type: bool
Modifiers: const
whether we need to save this Actor's Rotation in checkpoints
Property group 'SkeletalMeshActor'[edit]
bDamageAppliesImpulse[edit]
Type: bool
bShouldDoAnimNotifies[edit]
Type: bool
Whether or not this actor should respond to anim notifies *
ControlTargets[edit]
Type: array<SkelMeshActorControlTarget>
Set of skel controls to update targets of, based on Actor location
LightEnvironment[edit]
Type: LightEnvironmentComponent
Modifiers: const, editconst
Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'
SkeletalMeshComponent[edit]
Type: SkeletalMeshComponent
Default value: SkeletalMeshComponent'SkeletalMeshComponent0'
Internal variables[edit]
bCollideActors_OldValue[edit]
Type: bool
Modifiers: deprecated
mirror of bCollideActors used for backwards compatibility with change of default bCollideActors to FALSE we save the value in previous package versions into this property instead and copy back thus preserving the value of the property in old content regardless of whether they modified it
Default value: True
FacialAudioComp[edit]
Type: AudioComponent
Default value: AudioComponent'FaceAudioComponent'
InterpGroupList[edit]
Type: array<InterpGroup>
Modifiers: transient
List of Matinee InterpGroup controlling this actor.
ReplicatedMaterial[edit]
Type: MaterialInterface
Modifiers: repnotify
used to replicate the material in index 0
ReplicatedMesh[edit]
Type: SkeletalMesh
Modifiers: repnotify, transient
Used to replicate mesh to clients
Default values[edit]
Subobjects[edit]
FaceAudioComponent[edit]
Class: Engine.AudioComponent
No new values.
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
No new values.
SkeletalMeshComponent0[edit]
Class: Engine.SkeletalMeshComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Animations | AnimNodeSequence'Engine.Default__SkeletalMeshActor:AnimNodeSeq0' | ||||||||||
bForceMeshObjectUpdates | True | ||||||||||
BlockZeroExtent | True | ||||||||||
bUpdateSkelWhenNotRendered | False | ||||||||||
CollideActors | True | ||||||||||
LightEnvironment | DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment' | ||||||||||
RBChannel | RBCC_GameplayPhysics | ||||||||||
RBCollideWithChannels |
|
||||||||||
ReplacementPrimitive | None |
Structs[edit]
CheckpointRecord[edit]
- bool bHidden
- Object.Rotator Rotation
SkelMeshActorControlTarget[edit]
Modifiers: native
Struct that stores info to update one skel control with a location target
- name ControlName
- Name of SkelControl to update
- Actor TargetActor
- Actor to use for location of skel control target.
Functions[edit]
Native functions[edit]
MAT_BeginAnimControl[edit]
Start AnimControl. Add required AnimSets.
MAT_FinishAnimControl[edit]
End AnimControl. Release required AnimSets
UpdateAnimSetList[edit]
Update list of AnimSets for this Pawn
Events[edit]
BeginAnimControl[edit]
Overrides: Actor.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.
Destroyed[edit]
Overrides: Actor.Destroyed
FinishAnimControl[edit]
Overrides: Actor.FinishAnimControl
Called when we are done with the AnimControl track.
GetActorFaceFXAsset[edit]
Overrides: Actor.GetActorFaceFXAsset
Used by Matinee in-game to mount FaceFXAnimSets before playing animations.
GetFaceFXAudioComponent[edit]
Overrides: Actor.GetFaceFXAudioComponent
Used to let FaceFX know what component to play dialogue audio on.
OnSetMesh[edit]
OnSetSkelControlTarget[edit]
Handle action to set skel control target from kismet.
OnUpdatePhysBonesFromAnim[edit]
Handle action that forces bodies to sync to their animated location
PlayActorFaceFXAnim[edit]
Overrides: Actor.PlayActorFaceFXAnim
Handler for Matinee wanting to play FaceFX animations in the game.
PlayParticleEffect[edit]
Overrides: Actor.PlayParticleEffect
Called by AnimNotify_PlayParticleEffect Looks for a socket name first then bone name
Parameters:
- AnimNotifyData - The AnimNotify_PlayParticleEffect which will have all of the various params on it
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
SetAnimPosition[edit]
Overrides: Actor.SetAnimPosition
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.
StopActorFaceFXAnim[edit]
Overrides: Actor.StopActorFaceFXAnim
Handler for Matinee wanting to stop FaceFX animations in the game.
TakeDamage[edit]
Overrides: Actor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.
Other instance functions[edit]
ApplyCheckpointRecord[edit]
CreateCheckpointRecord[edit]
DoKismetAttachment[edit]
Overrides: Actor.DoKismetAttachment
Performs actual attachment. Can be subclassed for class specific behaviors.
IsActorPlayingFaceFXAnim[edit]
Overrides: Actor.IsActorPlayingFaceFXAnim
Returns TRUE if this actor is playing a FaceFX anim.
OnPlayFaceFXAnim[edit]
Function for handling the SeqAct_PlayFaceFXAnim Kismet action working on this Actor.
OnSetMaterial[edit]
OnToggle[edit]
Handling Toggle event from Kismet.
ShouldSaveForCheckpoint[edit]
SkelMeshActorOnParticleSystemFinished[edit]
We so we detach the Component once we are done playing it *