I'm a doctor, not a mechanic
Difference between revisions of "UE3:SkeletalMeshActorMAT (UDK)"
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'''[[Variables#Modifiers|Modifiers]]:''' transient | '''[[Variables#Modifiers|Modifiers]]:''' transient | ||
− | + | Array of Slots | |
===Subobjects=== | ===Subobjects=== | ||
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==Functions== | ==Functions== | ||
===Native functions=== | ===Native functions=== | ||
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====MAT_SetAnimPosition==== | ====MAT_SetAnimPosition==== | ||
{{code|native function '''MAT_SetAnimPosition''' ([[name]] '''SlotName''', [[int]] '''ChannelIndex''', [[name]] '''InAnimSeqName''', [[float]] '''InPosition''', [[bool]] '''bFireNotifies''', [[bool]] '''bLooping''')}} | {{code|native function '''MAT_SetAnimPosition''' ([[name]] '''SlotName''', [[int]] '''ChannelIndex''', [[name]] '''InAnimSeqName''', [[float]] '''InPosition''', [[bool]] '''bFireNotifies''', [[bool]] '''bLooping''')}} | ||
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===Events=== | ===Events=== | ||
− | ==== | + | ====Destroyed==== |
− | {{code|simulated event ''' | + | {{code|simulated event '''Destroyed''' ()}} |
− | '''Overrides:''' {{tl| | + | '''Overrides:''' {{tl|Destroyed|SkeletalMeshActor}} |
− | + | <!-- enter event description --> | |
====FinishAnimControl==== | ====FinishAnimControl==== | ||
− | {{code|simulated event '''FinishAnimControl''' ()}} | + | {{code|simulated event '''FinishAnimControl''' ({{cl|InterpGroup}} '''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. | ||
+ | |||
+ | ====PostInitAnimTree==== | ||
+ | {{code|simulated event '''PostInitAnimTree''' ({{cl|SkeletalMeshComponent}} '''SkelComp''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|PostInitAnimTree|Actor|events}} | ||
+ | |||
+ | 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==== | ====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==== | ||
+ | {{code|simulated function '''CacheAnimNodes''' ()}} | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====ClearAnimNodes==== | ||
+ | {{code|simulated function '''ClearAnimNodes''' ()}} | ||
+ | |||
+ | <!-- enter function description --> |
Revision as of 05:24, 17 January 2010
Object >> Actor >> SkeletalMeshActor >> SkeletalMeshCinematicActor >> SkeletalMeshActorMAT |
- Package:
- Engine
- Direct subclass:
- SkeletalMeshActorMATSpawnable
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
Update AnimTree from track info
MAT_SetAnimWeights
Update AnimTree from track weights
MAT_SetMorphWeight
MAT_SetSkelControlScale
Events
Destroyed
Overrides: SkeletalMeshActor.Destroyed
FinishAnimControl
Overrides: SkeletalMeshActor.FinishAnimControl
Called when we are done with the AnimControl track.
PostInitAnimTree
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
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
Overrides: Actor.SetMorphWeight
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.
SetSkelControlScale
Overrides: Actor.SetSkelControlScale
Called each frame by Matinee to update the scaling on a SkelControl.