The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

UE3:SkeletalMeshActorMAT (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
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

SlotNodes

Type: array<AnimNodeSlot>

Modifiers: transient

Array of Slots

Default values

Property Value
CollisionType COLLIDE_CustomDefault

Subobjects

FaceAudioComponent

Class: Engine.AudioComponent

Inherits from: SkeletalMeshActor.FaceAudioComponent

No new values.

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: SkeletalMeshActor.MyLightEnvironment

No new values.

SkeletalMeshComponent0

Class: Engine.SkeletalMeshComponent

Inherits from: SkeletalMeshActor.SkeletalMeshComponent0

Property Value
Animations None

Functions

Native functions

MAT_BeginAnimControl

native function MAT_BeginAnimControl (array<AnimSetInAnimSets)

Start AnimControl. Add required AnimSets.

MAT_FinishAnimControl

native function MAT_FinishAnimControl ()

End AnimControl. Release required AnimSets

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

BeginAnimControl

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

simulated event FinishAnimControl ()

Overrides: SkeletalMeshActor.FinishAnimControl

Called when we are done with the AnimControl track.

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.

SetAnimWeights

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

event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

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

SetSkelControlScale

event SetSkelControlScale (name SkelControlName, float Scale)

Overrides: Actor.SetSkelControlScale

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