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Difference between revisions of "UE3:SkeletalMeshActorMAT (UDK)"

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'''[[Variables#Modifiers|Modifiers]]:''' transient
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
  
<!-- enter variable description -->
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Array of Slots
  
 
===Subobjects===
 
===Subobjects===
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==Functions==
 
==Functions==
 
===Native functions===
 
===Native functions===
====MAT_BeginAnimControl====
 
{{code|native function '''MAT_BeginAnimControl''' ([[array]]<{{cl|AnimSet}}>&nbsp;'''InAnimSets''')}}
 
 
Start AnimControl. Add required AnimSets.
 
 
====MAT_FinishAnimControl====
 
{{code|native function '''MAT_FinishAnimControl''' ()}}
 
 
End AnimControl. Release required AnimSets
 
 
 
====MAT_SetAnimPosition====
 
====MAT_SetAnimPosition====
 
{{code|native function '''MAT_SetAnimPosition''' ([[name]]&nbsp;'''SlotName''', [[int]]&nbsp;'''ChannelIndex''', [[name]]&nbsp;'''InAnimSeqName''', [[float]]&nbsp;'''InPosition''', [[bool]]&nbsp;'''bFireNotifies''', [[bool]]&nbsp;'''bLooping''')}}
 
{{code|native function '''MAT_SetAnimPosition''' ([[name]]&nbsp;'''SlotName''', [[int]]&nbsp;'''ChannelIndex''', [[name]]&nbsp;'''InAnimSeqName''', [[float]]&nbsp;'''InPosition''', [[bool]]&nbsp;'''bFireNotifies''', [[bool]]&nbsp;'''bLooping''')}}
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===Events===
 
===Events===
====BeginAnimControl====
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====Destroyed====
{{code|simulated event '''BeginAnimControl''' ([[array]]<{{cl|AnimSet}}>&nbsp;'''InAnimSets''')}}
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{{code|simulated event '''Destroyed''' ()}}
  
'''Overrides:''' {{tl|BeginAnimControl|SkeletalMeshActor}}
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'''Overrides:''' {{tl|Destroyed|SkeletalMeshActor}}
  
Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.
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<!-- enter event description -->
  
 
====FinishAnimControl====
 
====FinishAnimControl====
{{code|simulated event '''FinishAnimControl''' ()}}
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{{code|simulated event '''FinishAnimControl''' ({{cl|InterpGroup}}&nbsp;'''InInterpGroup''')}}
  
 
'''Overrides:''' {{tl|FinishAnimControl|SkeletalMeshActor}}
 
'''Overrides:''' {{tl|FinishAnimControl|SkeletalMeshActor}}
  
 
Called when we are done with the AnimControl track.
 
Called when we are done with the AnimControl track.
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====PostInitAnimTree====
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{{code|simulated event '''PostInitAnimTree''' ({{cl|SkeletalMeshComponent}}&nbsp;'''SkelComp''')}}
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'''Overrides:''' {{tl|PostInitAnimTree|Actor|events}}
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called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner
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this is a good place to cache references to skeletal controllers, etc that the Actor modifies
  
 
====SetAnimPosition====
 
====SetAnimPosition====
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Called each frame by Matinee to update the scaling on a SkelControl.
 
Called each frame by Matinee to update the scaling on a SkelControl.
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 +
===Other instance functions===
 +
====CacheAnimNodes====
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{{code|simulated function '''CacheAnimNodes''' ()}}
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 +
<!-- enter function description -->
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====ClearAnimNodes====
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{{code|simulated function '''ClearAnimNodes''' ()}}
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 +
<!-- enter function description -->

Revision as of 06:24, 17 January 2010

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

SlotNodes

Type: array<AnimNodeSlot>

Modifiers: transient

Array of Slots

Subobjects

FaceAudioComponent

Class: Engine.AudioComponent

Inherits from: SkeletalMeshCinematicActor.FaceAudioComponent

No new values.

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: SkeletalMeshCinematicActor.MyLightEnvironment

No new values.

SkeletalMeshComponent0

Class: Engine.SkeletalMeshComponent

Inherits from: SkeletalMeshCinematicActor.SkeletalMeshComponent0

Property Value
ReplacementPrimitive None

Functions

Native functions

MAT_SetAnimPosition

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

Update AnimTree from track info

MAT_SetAnimWeights

native function MAT_SetAnimWeights (array<Actor.AnimSlotInfoSlotInfos)

Update AnimTree from track weights

MAT_SetMorphWeight

native function MAT_SetMorphWeight (name MorphNodeName, float MorphWeight)


MAT_SetSkelControlScale

native function MAT_SetSkelControlScale (name SkelControlName, float Scale)


Events

Destroyed

simulated event Destroyed ()

Overrides: SkeletalMeshActor.Destroyed


FinishAnimControl

simulated event FinishAnimControl (InterpGroup InInterpGroup)

Overrides: SkeletalMeshActor.FinishAnimControl

Called when we are done with the AnimControl track.

PostInitAnimTree

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

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

simulated event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

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

SetSkelControlScale

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

CacheAnimNodes

simulated function CacheAnimNodes ()


ClearAnimNodes

simulated function ClearAnimNodes ()