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UE3:SkelControlBase (UT3)
Object >> SkelControlBase |
- Package:
- Engine
- Direct subclasses:
- SkelControlLookAt, GameSkelCtrl_Recoil, SkelControlLimb, SkelControlSingleBone, SkelControlSpline, SkelControlTrail, UTSkelControl_LockRotation, UTSkelControl_MassBoneScaling, UTSkelControl_TankTread
- This class in other games:
- UDK
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Abstract base class for a skeletal controller. A SkelControl is a module that can modify the position or orientation of a set of bones in a skeletal mesh in some programmtic way.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'Controller'[edit]
BlendInTime[edit]
Type: float
When calling SetActive passing in 'true', indicates how many seconds to take to reach a ControlStrength of 1.0.
Default value: 0.2
BlendOutTime[edit]
Type: float
When calling SetActive passing in 'false', indicates how many seconds to take to reach a ControlStrength of 0.0.
Default value: 0.2
BoneScale[edit]
Type: float
This scaling is applied to the bone that this control is acting upon.
Default value: 1.0
bPropagateSetActive[edit]
Type: bool
If true, calling SetSkelControlActive on this node will call SetSkelControlActive on the next one in the chain as well.
bSetStrengthFromAnimNode[edit]
Type: bool
If true, Strength will be the same as given AnimNode(s). This is to make transitions easier between nodes and Controllers.
ControlName[edit]
Type: name
Name used to identify this SkelControl.
ControlStrength[edit]
Type: float
Used to control how much affect this SkelControl has. 1.0 means fully active, 0.0 means have no affect. Exactly how the control ramps up depends on the specific control type.
Default value: 1.0
IgnoreAtOrAboveLOD[edit]
Type: int
If the LOD of this skeletal mesh is at or above this LOD, then this SkelControl will not be applied.
Default value: 1000
StrengthAnimNodeNameList[edit]
List of AnimNode names, to get Strength from
Property group 'SkelControlBase'[edit]
bEnableEaseInOut[edit]
Type: bool
If true, when skel control becomes active it uses a curve rather than a linear blend to blend in more smoothly.
bIgnoreWhenNotRendered[edit]
Type: bool
whether this control should be ignored if the SkeletalMeshComponent being composed hasn't been rendered recently
Note: this can be forced by the SkeletalMeshComponent's bIgnoreControllersWhenNotRendered flag
Internal variables[edit]
bInitializedCachedNodeList[edit]
Type: bool
Modifiers: transient
BlendTimeToGo[edit]
Type: float
Amount of time left in the currently active blend.
CachedNodeList[edit]
Modifiers: transient
Cached list of nodes to get strength from
ControlPosX[edit]
Type: int
Used by editor.
ControlPosY[edit]
Type: int
Used by editor.
ControlTickTag[edit]
Type: bool
Used to ensure we don't tick this SkelControl twice, if used in multiple different control chains. Compared against the SkeletalMeshComponent TickTag.
DrawWidth[edit]
Type: int
Used by editor.
NextControl[edit]
Type: SkelControlBase
Next SkelControl in the linked list.
SkelComponent[edit]
Type: SkeletalMeshComponent
Modifiers: const, transient
SkeletalMeshComponent owner
StrengthTarget[edit]
Type: float
Strength towards which we are currently ramping.
Default value: 1.0
Enums[edit]
EBoneControlSpace[edit]
Enum for controlling which reference frame a controller is applied in.
- BCS_WorldSpace
- Set absolute position of bone in world space.
- BCS_ActorSpace
- Set position of bone in Actor's reference frame.
- BCS_ComponentSpace
- Set position of bone in SkeletalMeshComponent's reference frame.
- BCS_ParentBoneSpace
- Set position of bone relative to parent bone.
- BCS_BoneSpace
- Set position of bone in its own reference frame.
- BCS_OtherBoneSpace
- Set position of bone in the reference frame of another bone.
Native functions[edit]
SetSkelControlActive[edit]
Toggle the active state of the SkeControl. If passing in true, will take BlendInTime to reach a ControlStrength of 1.0. If passing in false, will take BlendOutTime to reach a ControlStrength of 0.0.
SetSkelControlStrength[edit]
Set custom strength with optional blend time.
Parameters:
- NewStrength - Target Strength for this controller.
- InBlendTime - Time it will take to reach that new strength. (0.f == Instant)