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UE3:UTSkelControl_TurretConstrained (UT3)

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UT3 Object >> SkelControlBase >> SkelControlSingleBone >> UTSkelControl_TurretConstrained
Package: 
UTGame
Direct subclasses:
UTSkelControl_DarkWalkerHeadTurret, UTSkelControl_TurretMultiBone
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Constraint'[edit]

bConstrainPitch[edit]

Type: bool


bConstrainRoll[edit]

Type: bool


bConstrainYaw[edit]

Type: bool


bInvertPitch[edit]

Type: bool


bInvertRoll[edit]

Type: bool


bInvertYaw[edit]

Type: bool


MaxAngle[edit]

Type: TurretConstraintData

Max. angle in Degrees

MinAngle[edit]

Type: TurretConstraintData

Min. angle in Degrees

Property group 'Constraints'[edit]

Steps[edit]

Type: array<TurretStepData>


Property group 'Turret'[edit]

AssociatedSeatIndex[edit]

Type: int

The Seat Index this control is associated with

bFixedWhenFiring[edit]

Type: bool

If true, this turret won't update if the seat it is associated with is firing

bResetWhenUnattended[edit]

Type: bool

If true, this turret will reset to 0,0,0 when there isn't a driver

DesiredBoneRotation[edit]

Type: Object.Rotator


LagDegreesPerSecond[edit]

Type: float


Default value: 360.0

PitchSpeedScale[edit]

Type: float


Default value: 1.0

Internal variables[edit]

bIsInMotion[edit]

Type: bool


ConstrainedBoneRotation[edit]

Type: Object.Rotator

Modifiers: transient

This is the world space rotation after constraints have been applied We set Bone rotation to this value by default in GetAffectedBones

Default values[edit]

Property Value
bApplyRotation True
BoneRotationSpace BCS_ActorSpace

Structs[edit]

TurretConstraintData[edit]

Modifiers: native

int PitchConstraint 
int YawConstraint 
int RollConstraint 

TurretStepData[edit]

Modifiers: native

Allow each turret to have various steps in which to contrain the data.

int StepStartAngle 
int StepEndAngle 
TurretConstraintData MaxAngle 
TurretConstraintData MinAngle 

Delegates[edit]

OnTurretStatusChange[edit]

delegate OnTurretStatusChange (bool bIsMoving)


Native functions[edit]

InitTurret[edit]

native final function InitTurret (Object.Rotator InitRot, SkeletalMeshComponent SkelComp)

Initialises turret, so its current direction is the way it wants to point.

WouldConstrainPitch[edit]

native final function bool WouldConstrainPitch (int TestPitch, SkeletalMeshComponent SkelComp)

Returns:

if the given pitch would be limited by this controller