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:
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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
Property group 'Controller'
BlendInTime
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
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
Type: float
This scaling is applied to the bone that this control is acting upon.
Default value: 1.0
bPropagateSetActive
Type: bool
If true, calling SetSkelControlActive on this node will call SetSkelControlActive on the next one in the chain as well.
bSetStrengthFromAnimNode
Type: bool
If true, Strength will be the same as given AnimNode(s). This is to make transitions easier between nodes and Controllers.
ControlName
Type: name
Name used to identify this SkelControl.
ControlStrength
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
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
List of AnimNode names, to get Strength from
Property group 'SkelControlBase'
bEnableEaseInOut
Type: bool
If true, when skel control becomes active it uses a curve rather than a linear blend to blend in more smoothly.
bIgnoreWhenNotRendered
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
bInitializedCachedNodeList
Type: bool
Modifiers: transient
BlendTimeToGo
Type: float
Amount of time left in the currently active blend.
CachedNodeList
Modifiers: transient
Cached list of nodes to get strength from
ControlPosX
Type: int
Used by editor.
ControlPosY
Type: int
Used by editor.
ControlTickTag
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
Type: int
Used by editor.
NextControl
Type: SkelControlBase
Next SkelControl in the linked list.
SkelComponent
Type: SkeletalMeshComponent
Modifiers: const, transient
SkeletalMeshComponent owner
StrengthTarget
Type: float
Strength towards which we are currently ramping.
Default value: 1.0
Enums
EBoneControlSpace
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
SetSkelControlActive
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
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)