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UE3:SkeletalMeshActor (UDK)

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UDK Object >> Actor >> SkeletalMeshActor
Package: 
Engine
Direct subclasses:
MorphTestActor, SkeletalMeshActorBasedOnExtremeContent, SkeletalMeshActorSpawnable, SkeletalMeshCinematicActor
This class in other games:
UT3


Properties[edit]

Property group 'Gears'[edit]

bCheckpointSaveRotation[edit]

Type: bool

Modifiers: const

whether we need to save this Actor's Rotation in checkpoints

Property group 'SkeletalMeshActor'[edit]

bDamageAppliesImpulse[edit]

Type: bool


bShouldDoAnimNotifies[edit]

Type: bool

Whether or not this actor should respond to anim notifies *

ControlTargets[edit]

Type: array<SkelMeshActorControlTarget>

Set of skel controls to update targets of, based on Actor location

LightEnvironment[edit]

Type: LightEnvironmentComponent

Modifiers: const, editconst


Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'

SkeletalMeshComponent[edit]

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'SkeletalMeshComponent0'

Internal variables[edit]

bCollideActors_OldValue[edit]

Type: bool

Modifiers: deprecated

mirror of bCollideActors used for backwards compatibility with change of default bCollideActors to FALSE we save the value in previous package versions into this property instead and copy back thus preserving the value of the property in old content regardless of whether they modified it

Default value: True

FacialAudioComp[edit]

Type: AudioComponent


Default value: AudioComponent'FaceAudioComponent'

InterpGroupList[edit]

Type: array<InterpGroup>

Modifiers: transient

List of Matinee InterpGroup controlling this actor.

ReplicatedMaterial[edit]

Type: MaterialInterface

Modifiers: repnotify

used to replicate the material in index 0

ReplicatedMesh[edit]

Type: SkeletalMesh

Modifiers: repnotify, transient

Used to replicate mesh to clients

Default values[edit]

Property Value
bEdShouldSnap True
bNoDelete True
bNoEncroachCheck True
bProjTarget True
CollisionComponent SkeletalMeshComponent'SkeletalMeshComponent0'
CollisionType COLLIDE_CustomDefault
Components[0] DynamicLightEnvironmentComponent'MyLightEnvironment'
Components[1] SkeletalMeshComponent'SkeletalMeshComponent0'
Components[2] AudioComponent'FaceAudioComponent'

Subobjects[edit]

FaceAudioComponent[edit]

Class: Engine.AudioComponent

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

No new values.

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Property Value
Animations AnimNodeSequence'Engine.Default__SkeletalMeshActor:AnimNodeSeq0'
bForceMeshObjectUpdates True
BlockZeroExtent True
bUpdateSkelWhenNotRendered False
CollideActors True
LightEnvironment DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment'
RBChannel RBCC_GameplayPhysics
RBCollideWithChannels
Member Value
BlockingVolume True
Default True
EffectPhysics True
GameplayPhysics True
ReplacementPrimitive None

Structs[edit]

CheckpointRecord[edit]

bool bHidden 
Object.Rotator Rotation 

SkelMeshActorControlTarget[edit]

Modifiers: native

Struct that stores info to update one skel control with a location target

name ControlName 
Name of SkelControl to update
Actor TargetActor 
Actor to use for location of skel control target.

Functions[edit]

Native functions[edit]

MAT_BeginAnimControl[edit]

native function MAT_BeginAnimControl (InterpGroup InInterpGroup)

Start AnimControl. Add required AnimSets.

MAT_FinishAnimControl[edit]

native function MAT_FinishAnimControl (InterpGroup InInterpGroup)

End AnimControl. Release required AnimSets

UpdateAnimSetList[edit]

native simulated function UpdateAnimSetList ()

Update list of AnimSets for this Pawn

Events[edit]

BeginAnimControl[edit]

simulated event BeginAnimControl (InterpGroup InInterpGroup)

Overrides: Actor.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.

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


FinishAnimControl[edit]

simulated event FinishAnimControl (InterpGroup InInterpGroup)

Overrides: Actor.FinishAnimControl

Called when we are done with the AnimControl track.

GetActorFaceFXAsset[edit]

simulated event FaceFXAsset GetActorFaceFXAsset ()

Overrides: Actor.GetActorFaceFXAsset

Used by Matinee in-game to mount FaceFXAnimSets before playing animations.

GetFaceFXAudioComponent[edit]

simulated event AudioComponent GetFaceFXAudioComponent ()

Overrides: Actor.GetFaceFXAudioComponent

Used to let FaceFX know what component to play dialogue audio on.

OnSetMesh[edit]

event OnSetMesh (SeqAct_SetMesh Action)


OnSetSkelControlTarget[edit]

simulated event OnSetSkelControlTarget (SeqAct_SetSkelControlTarget Action)

Handle action to set skel control target from kismet.

OnUpdatePhysBonesFromAnim[edit]

simulated event OnUpdatePhysBonesFromAnim (SeqAct_UpdatePhysBonesFromAnim Action)

Handle action that forces bodies to sync to their animated location

PlayActorFaceFXAnim[edit]

simulated event bool PlayActorFaceFXAnim (FaceFXAnimSet AnimSet, string GroupName, string SeqName, SoundCue SoundCueToPlay)

Overrides: Actor.PlayActorFaceFXAnim

Handler for Matinee wanting to play FaceFX animations in the game.

PlayParticleEffect[edit]

event PlayParticleEffect (const AnimNotify_PlayParticleEffect AnimNotifyData)

Overrides: Actor.PlayParticleEffect

Called by AnimNotify_PlayParticleEffect Looks for a socket name first then bone name

Parameters:

  • AnimNotifyData - The AnimNotify_PlayParticleEffect which will have all of the various params on it

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


SetAnimPosition[edit]

simulated event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Overrides: Actor.SetAnimPosition

Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

StopActorFaceFXAnim[edit]

simulated event StopActorFaceFXAnim ()

Overrides: Actor.StopActorFaceFXAnim

Handler for Matinee wanting to stop FaceFX animations in the game.

TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

Default behaviour when shot is to apply an impulse and kick the KActor.

Other instance functions[edit]

ApplyCheckpointRecord[edit]

function ApplyCheckpointRecord (const out CheckpointRecord Record)


CreateCheckpointRecord[edit]

function CreateCheckpointRecord (out CheckpointRecord Record)


DoKismetAttachment[edit]

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

Overrides: Actor.DoKismetAttachment

Performs actual attachment. Can be subclassed for class specific behaviors.

IsActorPlayingFaceFXAnim[edit]

simulated function bool IsActorPlayingFaceFXAnim ()

Overrides: Actor.IsActorPlayingFaceFXAnim

Returns TRUE if this actor is playing a FaceFX anim.

OnPlayFaceFXAnim[edit]

simulated function OnPlayFaceFXAnim (SeqAct_PlayFaceFXAnim inAction)

Function for handling the SeqAct_PlayFaceFXAnim Kismet action working on this Actor.

OnSetMaterial[edit]

function OnSetMaterial (SeqAct_SetMaterial Action)


OnToggle[edit]

simulated function OnToggle (SeqAct_Toggle action)

Handling Toggle event from Kismet.

ShouldSaveForCheckpoint[edit]

function bool ShouldSaveForCheckpoint ()


SkelMeshActorOnParticleSystemFinished[edit]

simulated function SkelMeshActorOnParticleSystemFinished (ParticleSystemComponent PSC)

We so we detach the Component once we are done playing it *