Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTCustomChar_Preview (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT3 Object >> Actor >> UTCustomChar_Preview

Contents

Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Actor placed in level and used to preview different custom character combinations. Does not use skeletal mesh merging, so changing parts is quick.

[edit] Properties

[edit] Property group 'UTCustomChar_Preview'

[edit] AnimComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyAnimComp'

[edit] ArmsComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyArmsComp'

[edit] BootsComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyBootsComp'

[edit] Character

Type: UTCustomChar_Data.CharacterInfo

Info about character currently being used.

Default value:

Member Value
AIData
Member Value
Aggressiveness 0.4
CombatStyle 0.2

[edit] CharLightingChannels

Type: LightComponent.LightingChannelContainer

Used for easily setting

[edit] FacemaskComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyFacemaskComp'

[edit] GogglesComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyGogglesComp'

[edit] HeadComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyHeadComp'

[edit] HelmetComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyHelmetComp'

[edit] LShoPadComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyLShoPadComp'

[edit] MergeState

Type: UTCustomChar_Data.CustomCharMergeState


[edit] RShoPadComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyRShoPadComp'

[edit] TestMergeActor

Type: SkeletalMeshActor


[edit] TestMIC

Type: MaterialInstanceConstant


[edit] TestMIC2

Type: MaterialInstanceConstant


[edit] TestMIC3

Type: MaterialInstanceConstant


[edit] ThighsComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyThighsComp'

[edit] TorsoComp

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'MyTorsoComp'

[edit] UseForFaction

Type: string

In the char editor, used to find the right UTCustomChar_Preview for each faction.

[edit] Internal variables

[edit] FamilyAssets

Type: UTCharFamilyAssetStore


[edit] Default values

Property Value
Components[0] SkeletalMeshComponent'MyAnimComp'
Components[1] SkeletalMeshComponent'MyTorsoComp'
Components[2] SkeletalMeshComponent'MyHeadComp'
Components[3] SkeletalMeshComponent'MyHelmetComp'
Components[4] SkeletalMeshComponent'MyFacemaskComp'
Components[5] SkeletalMeshComponent'MyGogglesComp'
Components[6] SkeletalMeshComponent'MyLShoPadComp'
Components[7] SkeletalMeshComponent'MyRShoPadComp'
Components[8] SkeletalMeshComponent'MyArmsComp'
Components[9] SkeletalMeshComponent'MyThighsComp'
Components[10] SkeletalMeshComponent'MyBootsComp'

[edit] Subobjects

[edit] MyAnimComp

Class: Engine.SkeletalMeshComponent

Property Value
Animations AnimNodeSequence'UTGame.Default__UTCustomChar_Preview:AnimNodeSeq0'
AnimSets[0] AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
bEnableFullAnimWeightBodies True
bHasPhysicsAssetInstance True
BlockRigidBody True
HiddenGame True
RBChannel RBCC_Untitled4
RBCollideWithChannels
Member Value
Untitled4 True
SkeletalMesh SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'

[edit] MyArmsComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyBootsComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyFacemaskComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyGogglesComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyHeadComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyHelmetComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyLShoPadComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyRShoPadComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyThighsComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] MyTorsoComp

Class: Engine.SkeletalMeshComponent

Property Value
ParentAnimComponent SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'

[edit] Functions

[edit] Native functions

[edit] NotifyCharacterDataChanged

native function NotifyCharacterDataChanged ()

Notification when the character data has changed so the preview actor can update the data in-game.

[edit] SetCharacter

native function SetCharacter (string InFaction, string InCharID)

Set the entire preview character to a specified profile.

[edit] SetCharacterData

native function SetCharacterData (UTCustomChar_Data.CustomCharData InCharData)

Sets the preview character's data to the specified char data struct.

[edit] SetPart

native function SetPart (UTCustomChar_Data.ECharPart InPart, string InPartID)

Set a particular part of the preview character, based on its short ID.

[edit] Events

[edit] OnSetCustomCharPart

event OnSetCustomCharPart (UTSeqAct_SetCustomCharPart Action)

Handler for 'SetCustomCharPart' kismet action *

[edit] OnSetCustomCharProfile

event OnSetCustomCharProfile (UTSeqAct_SetCustomCharProfile Action)

Handler for 'SetCustomCharCharacter' kismet action *

[edit] OnToggle

event OnToggle (SeqAct_Toggle Action)

For testing merging - when toggled - create new merged skeletal mesh and assign to place SkeletalMeshActor.

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick