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UE3:PhysAnimTestActor (UDK)

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UDK Object >> Actor >> PhysAnimTestActor
Package: 
UTGame
This class in other games:
UT3


Properties[edit]

Property group 'PhysAnimTestActor'[edit]

ActorOriginHeight[edit]

Type: float


Default value: 50.0

AngularBoneSpringNames[edit]

Type: array<name>


Default value: 'b_head'

AngularHipDriveScale[edit]

Type: float


Default value: 5.0

BlendStaggerAnimTime[edit]

Type: float


Default value: 0.15

GetUpBlendTime[edit]

Type: float


Default value: 0.2

GetUpToIdleTime[edit]

Type: float


Default value: 0.4

LinearBoneSpringNames[edit]

Type: array<name>


Default value, index 0: 'b_LeftHand'

Default value, index 1: 'b_RightHand'

LowerBoneNames[edit]

Type: array<name>

Names of bones that make up the 'lower half' of this actor.

Default value, index 0: 'b_LeftLegUpper'

Default value, index 1: 'b_LeftLeg'

Default value, index 2: 'b_LeftAnkle'

Default value, index 3: 'b_RightLegUpper'

Default value, index 4: 'b_RightLeg'

Default value, index 5: 'b_RightAnkle'

Default value, index 6: 'b_Hips'

MotorDownAnimTime[edit]

Type: float


Default value: 0.4

MotorDownTime[edit]

Type: float


Default value: 1.4

PokeBlendTime[edit]

Type: float


Default value: 0.5

PokePauseTime[edit]

Type: float


Default value: 0.7

SkeletalMeshComponent[edit]

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'SkeletalMeshComponent0'

StaggerMuscleScale[edit]

Type: float


Default value: 200.0

StaggerSpeedAdj[edit]

Type: float


Default value: 0.1

StaggerVel[edit]

Type: float


Default value: 100.0

Internal variables[edit]

bBlendingBack[edit]

Type: bool


bBlendToGetUp[edit]

Type: bool


BlendBackStartTime[edit]

Type: float


BlendNode[edit]

Type: AnimNodeBlend


bNextPokeKnocksDown[edit]

Type: bool


bRampingDownMotors[edit]

Type: bool


CurrentState[edit]

Type: EPATAState


GetUpBlendStartTime[edit]

Type: float


GetUpNode[edit]

Type: AnimNodeSequence


HipBody[edit]

Type: RB_BodyInstance


MotorDownStartTime[edit]

Type: float


MoveDir[edit]

Type: Object.Vector


RunNode[edit]

Type: AnimNodeSequence


Default values[edit]

Property Value
bCollideActors True
bNoDelete True
bProjTarget True
CollisionComponent SkeletalMeshComponent'SkeletalMeshComponent0'
CollisionType COLLIDE_CustomDefault
Components[0] SkeletalMeshComponent'SkeletalMeshComponent0'

Subobjects[edit]

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Property Value
AnimSets[0] AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
AnimTreeTemplate AnimTree'TestAnimPhys.TestAnimPhys_Tree'
bHasPhysicsAssetInstance True
BlockRigidBody True
BlockZeroExtent True
bUpdateJointsFromAnimation True
CollideActors True
PhysicsAsset PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
PhysicsWeight 1.0
RBChannel RBCC_EffectPhysics
RBCollideWithChannels
Member Value
BlockingVolume True
Default True
EffectPhysics True
GameplayPhysics True
ReplacementPrimitive None
SkeletalMesh SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'

Enums[edit]

EPATAState[edit]

PATA_FixedAll 
PATA_FixedLower 
PATA_MotorRagdoll 
PATA_Floppy 
PATA_Recover 

Functions[edit]

Events[edit]

OnAnimEnd[edit]

event OnAnimEnd (AnimNodeSequence InSeqNode, float PlayedTime, float ExcessTime)

Overrides: Actor.OnAnimEnd

(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay

When game begins, get anim playing, and go into FixedLower state.

Tick[edit]

event Tick (float DeltaSeconds)

Overrides: Actor.Tick

Tick function

Other instance functions[edit]

DetachAttachments[edit]

function DetachAttachments ()


EnableMotors[edit]

function EnableMotors (bool InEnabled)

Turn all motors on or off

EndGrab[edit]

function EndGrab ()


IsAngularBoneSpringName[edit]

function bool IsAngularBoneSpringName (name InName)


IsLinearBoneSpringName[edit]

function bool IsLinearBoneSpringName (name InName)


IsLowerBodyName[edit]

function bool IsLowerBodyName (name InName)

Util for determining if a bone is in the LowerBoneNames array.

OnSetPATAState[edit]

function OnSetPATAState (SeqAct_SetPATAState Action)

Handler for SeqAct_SetPATAState Kismet action.

PreGrab[edit]

function bool PreGrab ()


PrePokeActor[edit]

function bool PrePokeActor (Object.Vector PokeDir)


RecoverFromRagdoll[edit]

function RecoverFromRagdoll ()

Enter recovery from ragdoll mode.

SetBodiesFixed[edit]

function SetBodiesFixed (bool InFixed)

Fix or unfix all bodies

SetBoneSprings[edit]

function SetBoneSprings (bool bEnabled)


SetLowerFixed[edit]

function SetLowerFixed ()

Set lower half bones to fixed.

SetPATAState[edit]

function SetPATAState (EPATAState NewState)

Function for changing what state we are in.