UE3:UTSkelControl_TurretConstrained (UDK)

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UDK Object >> AnimObject >> SkelControlBase >> SkelControlSingleBone >> UTSkelControl_TurretConstrained
Package:
UTGame
This class in other games:


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

int PitchConstraint
int YawConstraint
int RollConstraint

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

delegate OnTurretStatusChange (bool bIsMoving)


Native functions

InitTurret

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

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

WouldConstrainPitch

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

Returns:

if the given pitch would be limited by this controller