Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
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
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties
Property group 'PhysAnimTestActor'
ActorOriginHeight
Type: float
Default value: 50.0
AngularBoneSpringNames
Default value: 'b_head'
AngularHipDriveScale
Type: float
Default value: 5.0
BlendStaggerAnimTime
Type: float
Default value: 0.15
GetUpBlendTime
Type: float
Default value: 0.2
GetUpToIdleTime
Type: float
Default value: 0.4
LinearBoneSpringNames
Default value, index 0: 'b_LeftHand'
Default value, index 1: 'b_RightHand'
LowerBoneNames
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
Type: float
Default value: 0.4
MotorDownTime
Type: float
Default value: 1.4
PokeBlendTime
Type: float
Default value: 0.5
PokePauseTime
Type: float
Default value: 0.7
SkeletalMeshComponent
Type: SkeletalMeshComponent
Default value: SkeletalMeshComponent'SkeletalMeshComponent0'
StaggerMuscleScale
Type: float
Default value: 200.0
StaggerSpeedAdj
Type: float
Default value: 0.1
StaggerVel
Type: float
Default value: 100.0
Internal variables
bBlendingBack
Type: bool
bBlendToGetUp
Type: bool
BlendBackStartTime
Type: float
BlendNode
Type: AnimNodeBlend
bNextPokeKnocksDown
Type: bool
bRampingDownMotors
Type: bool
CurrentState
Type: EPATAState
GetUpBlendStartTime
Type: float
GetUpNode
Type: AnimNodeSequence
HipBody
Type: RB_BodyInstance
MotorDownStartTime
Type: float
MoveDir
Type: Object.Vector
RunNode
Type: AnimNodeSequence
Default values
Subobjects
SkeletalMeshComponent0
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
EPATAState
- PATA_FixedAll
- PATA_FixedLower
- PATA_MotorRagdoll
- PATA_Floppy
- PATA_Recover
Functions
Events
OnAnimEnd
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
Overrides: Actor.PostBeginPlay
When game begins, get anim playing, and go into FixedLower state.
Tick
Overrides: Actor.Tick
Tick function
Other instance functions
DetachAttachments
EnableMotors
Turn all motors on or off
EndGrab
IsAngularBoneSpringName
IsLinearBoneSpringName
IsLowerBodyName
Util for determining if a bone is in the LowerBoneNames array.
OnSetPATAState
Handler for SeqAct_SetPATAState Kismet action.
PreGrab
PrePokeActor
RecoverFromRagdoll
Enter recovery from ragdoll mode.
SetBodiesFixed
Fix or unfix all bodies
SetBoneSprings
SetLowerFixed
Set lower half bones to fixed.
SetPATAState
Function for changing what state we are in.