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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * Advanced version of SkeletalMeshActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties */ class SkeletalMeshActorMAT extends SkeletalMeshActor native(Anim) placeable; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Array of Slots */ var transient Array<AnimNodeSlot> SlotNodes; /** Start AnimControl. Add required AnimSets. */ native function MAT_BeginAnimControl(Array<AnimSet> InAnimSets); /** Update AnimTree from track info */ native function MAT_SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping); /** Update AnimTree from track weights */ native function MAT_SetAnimWeights(Array<AnimSlotInfo> SlotInfos); /** End AnimControl. Release required AnimSets */ native function MAT_FinishAnimControl(); native function MAT_SetMorphWeight(name MorphNodeName, float MorphWeight); native function MAT_SetSkelControlScale(name SkelControlName, float Scale); /** 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. */ simulated event BeginAnimControl(Array<AnimSet> InAnimSets) { MAT_BeginAnimControl(InAnimSets); } /** Called each from while the Matinee action is running, with the desired sequence name and position we want to be at. */ simulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping) { MAT_SetAnimPosition(SlotName, ChannelIndex, InAnimSeqName, InPosition, bFireNotifies, bLooping); } /** Called each from while the Matinee action is running, to set the animation weights for the actor. */ simulated event SetAnimWeights(Array<AnimSlotInfo> SlotInfos) { MAT_SetAnimWeights(SlotInfos); } /** Called when we are done with the AnimControl track. */ simulated event FinishAnimControl() { MAT_FinishAnimControl(); } /** Called each frame by Matinee to update the weight of a particular MorphNodeWeight. */ event SetMorphWeight(name MorphNodeName, float MorphWeight) { MAT_SetMorphWeight(MorphNodeName, MorphWeight); } /** Called each frame by Matinee to update the scaling on a SkelControl. */ event SetSkelControlScale(name SkelControlName, float Scale) { MAT_SetSkelControlScale(SkelControlName, Scale); } defaultproperties { Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshActor:SkeletalMeshComponent0' Animations=None ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshActor:SkeletalMeshComponent0' End Object SkeletalMeshComponent=SkeletalMeshComponent0 Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment Begin Object Class=AudioComponent Name=FaceAudioComponent ObjName=FaceAudioComponent Archetype=AudioComponent'Engine.Default__SkeletalMeshActor:FaceAudioComponent' ObjectArchetype=AudioComponent'Engine.Default__SkeletalMeshActor:FaceAudioComponent' End Object FacialAudioComp=FaceAudioComponent Components(0)=MyLightEnvironment Components(1)=SkeletalMeshComponent0 Components(2)=FaceAudioComponent CollisionComponent=SkeletalMeshComponent0 CollisionType=COLLIDE_CustomDefault Name="Default__SkeletalMeshActorMAT" ObjectArchetype=SkeletalMeshActor'Engine.Default__SkeletalMeshActor' } |
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