Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:SkeletalMeshActor (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- MorphTestActor, SkeletalMeshActorBasedOnExtremeContent, SkeletalMeshActorSpawnable, SkeletalMeshCinematicActor
- This class in other games:
- UT3
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[edit] Properties
[edit] Property group 'Gears'
[edit] bCheckpointSaveRotation
Type: bool
Modifiers: const
whether we need to save this Actor's Rotation in checkpoints
[edit] Property group 'SkeletalMeshActor'
[edit] bDamageAppliesImpulse
Type: bool
[edit] bShouldDoAnimNotifies
Type: bool
Whether or not this actor should respond to anim notifies *
[edit] ControlTargets
Type: array<SkelMeshActorControlTarget>
Set of skel controls to update targets of, based on Actor location
[edit] LightEnvironment
Type: LightEnvironmentComponent
Modifiers: const, editconst
Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'
[edit] SkeletalMeshComponent
Type: SkeletalMeshComponent
Default value: SkeletalMeshComponent'SkeletalMeshComponent0'
[edit] Internal variables
[edit] bCollideActors_OldValue
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
[edit] FacialAudioComp
Type: AudioComponent
Default value: AudioComponent'FaceAudioComponent'
[edit] InterpGroupList
Type: array<InterpGroup>
Modifiers: transient
List of Matinee InterpGroup controlling this actor.
[edit] ReplicatedMaterial
Type: MaterialInterface
Modifiers: repnotify
used to replicate the material in index 0
[edit] ReplicatedMesh
Type: SkeletalMesh
Modifiers: repnotify, transient
Used to replicate mesh to clients
[edit] Default values
[edit] Subobjects
[edit] FaceAudioComponent
Class: Engine.AudioComponent
No new values.
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
No new values.
[edit] SkeletalMeshComponent0
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 |
[edit] Structs
[edit] CheckpointRecord
- bool bHidden
- Object.Rotator Rotation
[edit] SkelMeshActorControlTarget
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.
[edit] Functions
[edit] Native functions
[edit] MAT_BeginAnimControl
Start AnimControl. Add required AnimSets.
[edit] MAT_FinishAnimControl
End AnimControl. Release required AnimSets
[edit] UpdateAnimSetList
Update list of AnimSets for this Pawn
[edit] Events
[edit] BeginAnimControl
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.
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] FinishAnimControl
Overrides: Actor.FinishAnimControl
Called when we are done with the AnimControl track.
[edit] GetActorFaceFXAsset
Overrides: Actor.GetActorFaceFXAsset
Used by Matinee in-game to mount FaceFXAnimSets before playing animations.
[edit] GetFaceFXAudioComponent
Overrides: Actor.GetFaceFXAudioComponent
Used to let FaceFX know what component to play dialogue audio on.
[edit] OnSetMesh
[edit] OnSetSkelControlTarget
Handle action to set skel control target from kismet.
[edit] OnUpdatePhysBonesFromAnim
Handle action that forces bodies to sync to their animated location
[edit] PlayActorFaceFXAnim
Overrides: Actor.PlayActorFaceFXAnim
Handler for Matinee wanting to play FaceFX animations in the game.
[edit] PlayParticleEffect
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
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] ReplicatedEvent
Overrides: Actor.ReplicatedEvent
[edit] SetAnimPosition
Overrides: Actor.SetAnimPosition
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.
[edit] StopActorFaceFXAnim
Overrides: Actor.StopActorFaceFXAnim
Handler for Matinee wanting to stop FaceFX animations in the game.
[edit] TakeDamage
Overrides: Actor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.
[edit] Other instance functions
[edit] ApplyCheckpointRecord
[edit] CreateCheckpointRecord
[edit] DoKismetAttachment
Overrides: Actor.DoKismetAttachment
Performs actual attachment. Can be subclassed for class specific behaviors.
[edit] IsActorPlayingFaceFXAnim
Overrides: Actor.IsActorPlayingFaceFXAnim
Returns TRUE if this actor is playing a FaceFX anim.
[edit] OnPlayFaceFXAnim
Function for handling the SeqAct_PlayFaceFXAnim Kismet action working on this Actor.
[edit] OnSetMaterial
[edit] OnToggle
Handling Toggle event from Kismet.
[edit] ShouldSaveForCheckpoint
[edit] SkelMeshActorOnParticleSystemFinished
We so we detach the Component once we are done playing it *
