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UE3:SkelControlBase (UT3)

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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

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]

Type: array<name>

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]

Type: array<AnimNode>

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]

native final function SetSkelControlActive (bool bInActive)

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]

native final function SetSkelControlStrength (float NewStrength, float InBlendTime)

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)