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UE3:SkeletalMeshActorMAT (UT3)

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. Advanced version of SkeletalMeshActor 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

Default values[edit]

Property Value
CollisionType COLLIDE_CustomDefault

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 None

Functions[edit]

Native functions[edit]

MAT_BeginAnimControl[edit]

native function MAT_BeginAnimControl (array<AnimSetInAnimSets)

Start AnimControl. Add required AnimSets.

MAT_FinishAnimControl[edit]

native function MAT_FinishAnimControl ()

End AnimControl. Release required AnimSets

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]

BeginAnimControl[edit]

simulated event BeginAnimControl (array<AnimSetInAnimSets)

Overrides: SkeletalMeshActor.BeginAnimControl

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.

FinishAnimControl[edit]

simulated event FinishAnimControl ()

Overrides: SkeletalMeshActor.FinishAnimControl

Called when we are done with the AnimControl track.

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.

SetAnimWeights[edit]

simulated event SetAnimWeights (array<Actor.AnimSlotInfoSlotInfos)

Overrides: SkeletalMeshActor.SetAnimWeights

Called each from while the Matinee action is running, to set the animation weights for the actor.

SetMorphWeight[edit]

event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

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

SetSkelControlScale[edit]

event SetSkelControlScale (name SkelControlName, float Scale)

Overrides: Actor.SetSkelControlScale

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