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UE3:SkeletalMeshActorMAT (UDK)
Object >> Actor >> SkeletalMeshActor >> SkeletalMeshCinematicActor >> SkeletalMeshActorMAT |
- Package:
- Engine
- Direct subclass:
- SkeletalMeshActorMATSpawnable
- This class in other games:
- UT3
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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.