My program doesn't have bugs. It just develops random features.
UE3:SkeletalMeshActorMAT (UT3)
Object >> Actor >> SkeletalMeshActor >> SkeletalMeshActorMAT |
- Package:
- Engine
- Direct subclass:
- SkeletalMeshActorMATSpawnable
- This class in other games:
- UDK
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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]
Start AnimControl. Add required AnimSets.
MAT_FinishAnimControl[edit]
End AnimControl. Release required AnimSets
MAT_SetAnimPosition[edit]
Update AnimTree from track info
MAT_SetAnimWeights[edit]
Update AnimTree from track weights
MAT_SetMorphWeight[edit]
MAT_SetSkelControlScale[edit]
Events[edit]
BeginAnimControl[edit]
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]
Overrides: SkeletalMeshActor.FinishAnimControl
Called when we are done with the AnimControl track.
SetAnimPosition[edit]
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]
Overrides: SkeletalMeshActor.SetAnimWeights
Called each from while the Matinee action is running, to set the animation weights for the actor.
SetMorphWeight[edit]
Overrides: Actor.SetMorphWeight
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.
SetSkelControlScale[edit]
Overrides: Actor.SetSkelControlScale
Called each frame by Matinee to update the scaling on a SkelControl.