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UE3:SkeletalMeshActorBasedOnExtremeContent (UDK)

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UDK Object >> Actor >> SkeletalMeshActor >> SkeletalMeshActorBasedOnExtremeContent
Package: 
Engine

This is an actor which can be used to change its material based on whether Extreme Content is on or not

Properties[edit]

Property group 'SkeletalMeshActorBasedOnExtremeContent'[edit]

ExtremeContent[edit]

Type: array<SkelMaterialSetterDatum>

The material to use for ExtremeContent (e.g. blood and gore!) *

NonExtremeContent[edit]

Type: array<SkelMaterialSetterDatum>

The material to use for NonExtremeContent (e.g. blackness everywhere there used to be blood and gore) *

Subobjects[edit]

FaceAudioComponent[edit]

Class: Engine.AudioComponent

Inherits from: SkeletalMeshActor.FaceAudioComponent

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: SkeletalMeshActor.MyLightEnvironment

No new values.

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: SkeletalMeshActor.SkeletalMeshComponent0

Property Value
Animations AnimNodeSequence'Engine.Default__SkeletalMeshActorBasedOnExtremeContent:SkeletalMeshComponent0.AnimNodeSeq0'
ReplacementPrimitive None

Structs[edit]

SkelMaterialSetterDatum[edit]

Modifiers: native

This is set so the LD can map specific MaterialIndex on the target to some material *

int MaterialIndex 
MaterialInterface TheMaterial 

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: SkeletalMeshActor.PostBeginPlay


Other instance functions[edit]

SetMaterialBasedOnExtremeContent[edit]

simulated function SetMaterialBasedOnExtremeContent ()

This will set the material of this Actor based on the ExtremeContent setting. *