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UE3:SkeletalMeshComponent (UDK)

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UDK Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> SkeletalMeshComponent
Package: 
Engine
Direct subclasses:
AnimTreeEdSkelComponent, ASVSkelComponent, FaceFXStudioSkelComponent, MaterialEditorSkeletalMeshComponent, PhATSkeletalMeshComponent, UTGibSkeletalMeshComponent, UTSkeletalMeshComponent
This class in other games:
UT3


Properties[edit]

See SkeletalMeshComponent properties.

Enums[edit]

EFaceFXBlendMode[edit]

FXBM_Overwrite 
Face FX overwrites relevant bones on skeletal mesh.

Default.

FXBM_Additive 
Face FX transforms are relative to ref skeleton and added

in parent bone space.

EFaceFXRegOp[edit]

The valid FaceFX register operations.

FXRO_Add 
Add the register value with the Face Graph node value.
FXRO_Multiply 
Multiply the register value with the Face Graph node value.
FXRO_Replace 
Replace the Face Graph node value with the register value.

EPhysBodyOp[edit]

PhysicsBody options when bone is hiddne

PBO_None 
don't do anything
PBO_Term 
terminate - if you terminate, you won't be able to re-init when unhidden
PBO_Disable 
disable collision - it will enable collision when unhidden

ERootMotionMode[edit]

RMM_Translate 
move actor with root motion
RMM_Velocity 
extract magnitude from root motion, and limit max Actor velocity with it.
RMM_Ignore 
do nothing
RMM_Accel 
extract velocity from root motion and use it to derive acceleration of the Actor
RMM_Relative 
if bHardAttach is used, then affect relative location instead of location.

ERootMotionRotationMode[edit]

Root Motion Rotation mode

RMRM_Ignore 
Ignore rotation delta passed from animation.
RMRM_RotateActor 
Apply rotation delta to actor

Structs[edit]

ActiveMorph[edit]

Struct used to indicate one active morph target that should be applied to this SkeletalMesh when rendered.

MorphTarget Target 
The morph target that we want to apply.
float Weight 
Strength of the morph target, between 0.0 and 1.0

Attachment[edit]

ActorComponent Component 
name BoneName 
Object.Vector RelativeLocation 
Object.Rotator RelativeRotation 
Object.Vector RelativeScale 

Default values:

Property Value
RelativeScale
Member Value
X 1.0
Y 1.0
Z 1.0

BonePair[edit]

Set of bones which will be used to find vertices to switch to using instanced influence weights instead of the default skeletal mesh weighting.

name Bones[2]  

Functions[edit]

Iterator functions[edit]

AllAnimNodes[edit]

native final iterator function AllAnimNodes (class<AnimNodeBaseClass, out AnimNode Node)

returns all AnimNodes in the animation tree that are the specfied class or a subclass

Parameters:

  • BaseClass - base class to return
  • Node - out) the returned AnimNode for each iteration

AttachedComponents[edit]

native final iterator function AttachedComponents (class<ActorComponentBaseClass, out ActorComponent OutComponent)

returns all attached components that are of the specified class or a subclass

Parameters:

  • BaseClass - the base class of ActorComponent to return
  • out - OutComponent the returned ActorComponent for each iteration

Native functions[edit]

See SkeletalMeshComponent native functions.

Events[edit]

PlayParticleEffect[edit]

event PlayParticleEffect (const AnimNotify_PlayParticleEffect AnimNotifyData)

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

Other instance functions[edit]

BreakConstraint[edit]

simulated final function BreakConstraint (Object.Vector Impulse, Object.Vector HitLocation, name InBoneName, optional bool bVelChange)

Break a constraint off a Gore mesh.

GetAnimLength[edit]

final function float GetAnimLength (name AnimSeqName)

Returns the duration (in seconds) for a named AnimSequence. Returns 0.f if no animation.

GetAnimRateByDuration[edit]

final function float GetAnimRateByDuration (name AnimSeqName, float Duration)

Finds play Rate for a named AnimSequence to match a specified Duration in seconds.

Parameters:

  • AnimSeqName - Name of AnimSequence to look for.
  • Duration - in seconds to match

Returns:

play rate of animation, so it plays in <duration> seconds.

PlayAnim[edit]

function PlayAnim (name AnimName, optional float Duration, optional bool bLoop, optional bool bRestartIfAlreadyPlaying, optional float StartTime, optional bool bPlayBackwards)

simple generic case animation player requires that the one and only animation node in the AnimTree is an AnimNodeSequence

Parameters:

  • AnimName - name of the animation to play
  • Duration - optional) override duration for the animation
  • bLoop - optional) whether the animation should loop
  • bRestartIfAlreadyPlaying - whether or not to restart the animation if the specified anim is already playing
  • StartTime - optional) What time to start the animation at
  • bPlayBackwards - optional) Play this animation backwards

SkelMeshCompOnParticleSystemFinished[edit]

simulated function SkelMeshCompOnParticleSystemFinished (ParticleSystemComponent PSC)

We so we detach the Component once we are done playing it *

StopAnim[edit]

function StopAnim ()

simple generic case animation stopper requires that the one and only animation node in the AnimTree is an AnimNodeSequence