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UE3:UTSkelControl_TurretConstrained (UT3)
Object >> SkelControlBase >> SkelControlSingleBone >> UTSkelControl_TurretConstrained |
- Package:
- UTGame
- Direct subclasses:
- UTSkelControl_DarkWalkerHeadTurret, UTSkelControl_TurretMultiBone
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'Constraint'
bConstrainPitch
Type: bool
bConstrainRoll
Type: bool
bConstrainYaw
Type: bool
bInvertPitch
Type: bool
bInvertRoll
Type: bool
bInvertYaw
Type: bool
MaxAngle
Type: TurretConstraintData
Max. angle in Degrees
MinAngle
Type: TurretConstraintData
Min. angle in Degrees
Property group 'Constraints'
Steps
Type: array<TurretStepData>
Property group 'Turret'
AssociatedSeatIndex
Type: int
The Seat Index this control is associated with
bFixedWhenFiring
Type: bool
If true, this turret won't update if the seat it is associated with is firing
bResetWhenUnattended
Type: bool
If true, this turret will reset to 0,0,0 when there isn't a driver
DesiredBoneRotation
Type: Object.Rotator
LagDegreesPerSecond
Type: float
Default value: 360.0
PitchSpeedScale
Type: float
Default value: 1.0
Internal variables
bIsInMotion
Type: bool
ConstrainedBoneRotation
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
Property | Value |
---|---|
bApplyRotation | True |
BoneRotationSpace | BCS_ActorSpace |
Structs
TurretConstraintData
Modifiers: native
TurretStepData
Modifiers: native
Allow each turret to have various steps in which to contrain the data.
- int StepStartAngle
- int StepEndAngle
- TurretConstraintData MaxAngle
- TurretConstraintData MinAngle
Delegates
OnTurretStatusChange
Native functions
InitTurret
Initialises turret, so its current direction is the way it wants to point.
WouldConstrainPitch
Returns:
- if the given pitch would be limited by this controller