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UE3:SkeletalMeshActor (UT3)

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UT3 Object >> Actor >> SkeletalMeshActor

Contents

Package: 
Engine
Direct subclasses:
MorphTestActor, SkeletalMeshActorMAT, SkeletalMeshActorSpawnable, UTSPGlobe
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Property group 'SkeletalMeshActor'

[edit] LightEnvironment

Type: LightEnvironmentComponent

Modifiers: const, editconst


Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'

[edit] SkeletalMeshComponent

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'SkeletalMeshComponent0'

[edit] Internal variables

[edit] FacialAudioComp

Type: AudioComponent


Default value: AudioComponent'FaceAudioComponent'

[edit] ReplicatedMesh

Type: SkeletalMesh

Modifiers: repnotify

Used to replicate mesh to clients

[edit] Default values

Property Value
bCollideActors True
bEdShouldSnap True
bNoDelete True
bProjTarget True
CollisionComponent SkeletalMeshComponent'SkeletalMeshComponent0'
CollisionType COLLIDE_TouchWeapons
Components[0] DynamicLightEnvironmentComponent'MyLightEnvironment'
Components[1] SkeletalMeshComponent'SkeletalMeshComponent0'
Components[2] AudioComponent'FaceAudioComponent'

[edit] Subobjects

[edit] FaceAudioComponent

Class: Engine.AudioComponent

No new values.

[edit] MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Property Value
bEnabled False

[edit] SkeletalMeshComponent0

Class: Engine.SkeletalMeshComponent

Property Value
Animations AnimNodeSequence'Engine.Default__SkeletalMeshActor:AnimNodeSeq0'
bForceMeshObjectUpdates True
BlockZeroExtent True
CollideActors True
LightEnvironment DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment'
RBChannel RBCC_GameplayPhysics
RBCollideWithChannels
Member Value
Default True
EffectPhysics True
GameplayPhysics True

[edit] Functions

[edit] Events

[edit] BeginAnimControl

simulated event BeginAnimControl (array<AnimSetInAnimSets)

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] FinishAnimControl

simulated event FinishAnimControl ()

Overrides: Actor.FinishAnimControl

Called when we are done with the AnimControl track.

[edit] GetActorFaceFXAsset

simulated event FaceFXAsset GetActorFaceFXAsset ()

Overrides: Actor.GetActorFaceFXAsset

Used by Matinee in-game to mount FaceFXAnimSets before playing animations.

[edit] GetFaceFXAudioComponent

simulated event AudioComponent GetFaceFXAudioComponent ()

Overrides: Actor.GetFaceFXAudioComponent

Used to let FaceFX know what component to play dialogue audio on.

[edit] OnSetMaterial

event OnSetMaterial (SeqAct_SetMaterial Action)


[edit] OnSetSkeletalMesh

event OnSetSkeletalMesh (SeqAct_SetSkeletalMesh Action)


[edit] PlayActorFaceFXAnim

simulated event bool PlayActorFaceFXAnim (FaceFXAnimSet AnimSet, string GroupName, string SeqName)

Overrides: Actor.PlayActorFaceFXAnim

Handler for Matinee wanting to play FaceFX animations in the game.

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


[edit] SetAnimPosition

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

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] SetAnimWeights

simulated event SetAnimWeights (array<Actor.AnimSlotInfoSlotInfos)

Overrides: Actor.SetAnimWeights

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

[edit] StopActorFaceFXAnim

simulated event StopActorFaceFXAnim ()

Overrides: Actor.StopActorFaceFXAnim

Handler for Matinee wanting to stop FaceFX animations in the game.

[edit] Other instance functions

[edit] DoKismetAttachment

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

Overrides: Actor.DoKismetAttachment

Performs actual attachment. Can be subclassed for class specific behaviors.

[edit] IsActorPlayingFaceFXAnim

simulated function bool IsActorPlayingFaceFXAnim ()

Overrides: Actor.IsActorPlayingFaceFXAnim

Returns TRUE if this actor is playing a FaceFX anim.

[edit] OnPlayFaceFXAnim

simulated function OnPlayFaceFXAnim (SeqAct_PlayFaceFXAnim inAction)

Function for handling the SeqAct_PlayFaceFXAnim Kismet action working on this Actor.

[edit] OnToggle

simulated function OnToggle (SeqAct_Toggle action)

Handling Toggle event from Kismet.