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UE3:SkeletalMeshActorMAT (UDK)

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UDK Object >> Actor >> SkeletalMeshActor >> SkeletalMeshCinematicActor >> SkeletalMeshActorMAT
Package: 
Engine
Direct subclass:
SkeletalMeshActorMATSpawnable
This class in other games:
UT3

Advanced version of SkeletalMeshCinematicActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties

Properties[edit]

SlotNodes[edit]

Type: array<AnimNodeSlot>

Modifiers: transient

Array of Slots

Subobjects[edit]

FaceAudioComponent[edit]

Class: Engine.AudioComponent

Inherits from: SkeletalMeshCinematicActor.FaceAudioComponent

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: SkeletalMeshCinematicActor.MyLightEnvironment

No new values.

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: SkeletalMeshCinematicActor.SkeletalMeshComponent0

Property Value
ReplacementPrimitive None

Functions[edit]

Native functions[edit]

MAT_SetAnimPosition[edit]

native function MAT_SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Update AnimTree from track info

MAT_SetAnimWeights[edit]

native function MAT_SetAnimWeights (array<Actor.AnimSlotInfoSlotInfos)

Update AnimTree from track weights

MAT_SetMorphWeight[edit]

native function MAT_SetMorphWeight (name MorphNodeName, float MorphWeight)


MAT_SetSkelControlScale[edit]

native function MAT_SetSkelControlScale (name SkelControlName, float Scale)


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: SkeletalMeshActor.Destroyed


FinishAnimControl[edit]

simulated event FinishAnimControl (InterpGroup InInterpGroup)

Overrides: SkeletalMeshActor.FinishAnimControl

Called when we are done with the AnimControl track.

PostInitAnimTree[edit]

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: Actor.PostInitAnimTree

called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies

SetAnimPosition[edit]

simulated event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Overrides: SkeletalMeshActor.SetAnimPosition

Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

SetMorphWeight[edit]

simulated event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

Called each frame by Matinee to update the weight of a particular MorphNodeWeight.

SetSkelControlScale[edit]

simulated event SetSkelControlScale (name SkelControlName, float Scale)

Overrides: Actor.SetSkelControlScale

Called each frame by Matinee to update the scaling on a SkelControl.

Other instance functions[edit]

CacheAnimNodes[edit]

simulated function CacheAnimNodes ()


ClearAnimNodes[edit]

simulated function ClearAnimNodes ()