Gah - a solution with more questions. – EntropicLqd
UE3:PhysAnimTestActor (UDK)
Contents
- 1 Properties
- 1.1 Property group 'PhysAnimTestActor'
- 1.1.1 ActorOriginHeight
- 1.1.2 AngularBoneSpringNames
- 1.1.3 AngularHipDriveScale
- 1.1.4 BlendStaggerAnimTime
- 1.1.5 GetUpBlendTime
- 1.1.6 GetUpToIdleTime
- 1.1.7 LinearBoneSpringNames
- 1.1.8 LowerBoneNames
- 1.1.9 MotorDownAnimTime
- 1.1.10 MotorDownTime
- 1.1.11 PokeBlendTime
- 1.1.12 PokePauseTime
- 1.1.13 SkeletalMeshComponent
- 1.1.14 StaggerMuscleScale
- 1.1.15 StaggerSpeedAdj
- 1.1.16 StaggerVel
- 1.2 Internal variables
- 1.3 Default values
- 1.4 Subobjects
- 1.1 Property group 'PhysAnimTestActor'
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 DetachAttachments
- 3.2.2 EnableMotors
- 3.2.3 EndGrab
- 3.2.4 IsAngularBoneSpringName
- 3.2.5 IsLinearBoneSpringName
- 3.2.6 IsLowerBodyName
- 3.2.7 OnSetPATAState
- 3.2.8 PreGrab
- 3.2.9 PrePokeActor
- 3.2.10 RecoverFromRagdoll
- 3.2.11 SetBodiesFixed
- 3.2.12 SetBoneSprings
- 3.2.13 SetLowerFixed
- 3.2.14 SetPATAState
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Properties[edit]
Property group 'PhysAnimTestActor'[edit]
ActorOriginHeight[edit]
Type: float
Default value: 50.0
AngularBoneSpringNames[edit]
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]
Default value, index 0: 'b_LeftHand'
Default value, index 1: 'b_RightHand'
LowerBoneNames[edit]
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]
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 |
|
||||||||||
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]
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]
Overrides: Actor.PostBeginPlay
When game begins, get anim playing, and go into FixedLower state.
Tick[edit]
Overrides: Actor.Tick
Tick function
Other instance functions[edit]
DetachAttachments[edit]
EnableMotors[edit]
Turn all motors on or off
EndGrab[edit]
IsAngularBoneSpringName[edit]
IsLinearBoneSpringName[edit]
IsLowerBodyName[edit]
Util for determining if a bone is in the LowerBoneNames array.
OnSetPATAState[edit]
Handler for SeqAct_SetPATAState Kismet action.
PreGrab[edit]
PrePokeActor[edit]
RecoverFromRagdoll[edit]
Enter recovery from ragdoll mode.
SetBodiesFixed[edit]
Fix or unfix all bodies
SetBoneSprings[edit]
SetLowerFixed[edit]
Set lower half bones to fixed.
SetPATAState[edit]
Function for changing what state we are in.