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Engine.SkelControlBase

Extends
Object
Modifiers
hidecategories ( Object ) native ( Anim ) abstract

Abstract base class for a skeletal controller. A SkelControl is a module that can modify the position or orientation of a set of bones in a skeletal mesh in some programmtic way. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SkelControlBase

Direct Known Subclasses:

GameSkelCtrl_Recoil, SkelControlLimb, SkelControlLookAt, SkelControlSingleBone, SkelControlSpline, SkelControlTrail, UTSkelControl_LockRotation, UTSkelControl_MassBoneScaling, UTSkelControl_TankTread

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
boolbInitializedCachedNodeList
floatBlendTimeToGo
Array<AnimNode>CachedNodeList
intControlPosX
intControlPosY
boolControlTickTag
intDrawWidth
SkelControlBaseNextControl
SkeletalMeshComponentSkelComponent
floatStrengthTarget
Controller
floatBlendInTime
floatBlendOutTime
floatBoneScale
boolbPropagateSetActive
boolbSetStrengthFromAnimNode
nameControlName
floatControlStrength
intIgnoreAtOrAboveLOD
Array<Name>StrengthAnimNodeNameList
SkelControlBase
boolbEnableEaseInOut
boolbIgnoreWhenNotRendered
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EBoneControlSpace
BCS_WorldSpace, BCS_ActorSpace, BCS_ComponentSpace, BCS_ParentBoneSpace, BCS_BoneSpace, BCS_OtherBoneSpace
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function SetSkelControlActive (bool bInActive)
function SetSkelControlStrength (float NewStrength, float InBlendTime)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bInitializedCachedNodeList Source code

var transient bool bInitializedCachedNodeList;

BlendTimeToGo Source code

var float BlendTimeToGo;
Amount of time left in the currently active blend.

CachedNodeList Source code

var transient Array<AnimNode> CachedNodeList;
Cached list of nodes to get strength from

ControlPosX Source code

var int ControlPosX;
Used by editor.

ControlPosY Source code

var int ControlPosY;
Used by editor.

ControlTickTag Source code

var bool ControlTickTag;
Used to ensure we don't tick this SkelControl twice, if used in multiple different control chains. Compared against the SkeletalMeshComponent TickTag.

DrawWidth Source code

var int DrawWidth;
Used by editor.

NextControl Source code

var SkelControlBase NextControl;
Next SkelControl in the linked list.

SkelComponent Source code

var const transient SkeletalMeshComponent SkelComponent;
SkeletalMeshComponent owner

StrengthTarget Source code

var float StrengthTarget;
Strength towards which we are currently ramping.

Controller

BlendInTime Source code

var(Controller) float BlendInTime;
When calling SetActive passing in 'true', indicates how many seconds to take to reach a ControlStrength of 1.0.

BlendOutTime Source code

var(Controller) float BlendOutTime;
When calling SetActive passing in 'false', indicates how many seconds to take to reach a ControlStrength of 0.0.

BoneScale Source code

var(Controller) float BoneScale;
This scaling is applied to the bone that this control is acting upon.

bPropagateSetActive Source code

var(Controller) bool bPropagateSetActive;
If true, calling SetSkelControlActive on this node will call SetSkelControlActive on the next one in the chain as well.

bSetStrengthFromAnimNode Source code

var(Controller) bool bSetStrengthFromAnimNode;
If true, Strength will be the same as given AnimNode(s). This is to make transitions easier between nodes and Controllers.

ControlName Source code

var(Controller) name ControlName;
Name used to identify this SkelControl.

ControlStrength Source code

var(Controller) float ControlStrength;
Used to control how much affect this SkelControl has. 1.0 means fully active, 0.0 means have no affect. Exactly how the control ramps up depends on the specific control type.

IgnoreAtOrAboveLOD Source code

var(Controller) int IgnoreAtOrAboveLOD;
If the LOD of this skeletal mesh is at or above this LOD, then this SkelControl will not be applied.

StrengthAnimNodeNameList Source code

var(Controller) Array<Name> StrengthAnimNodeNameList;
List of AnimNode names, to get Strength from

SkelControlBase

bEnableEaseInOut Source code

var(SkelControlBase) bool bEnableEaseInOut;
If true, when skel control becomes active it uses a curve rather than a linear blend to blend in more smoothly.

bIgnoreWhenNotRendered Source code

var(SkelControlBase) bool bIgnoreWhenNotRendered;
whether this control should be ignored if the SkeletalMeshComponent being composed hasn't been rendered recently @note this can be forced by the SkeletalMeshComponent's bIgnoreControllersWhenNotRendered flag


Enumerations Detail

EBoneControlSpace Source code

enum EBoneControlSpace
{
BCS_WorldSpace, BCS_ActorSpace, BCS_ComponentSpace, BCS_ParentBoneSpace, BCS_BoneSpace, BCS_OtherBoneSpace
};
Enum for controlling which reference frame a controller is applied in.


Functions Detail

SetSkelControlActive Source code

native final function SetSkelControlActive ( bool bInActive )
Toggle the active state of the SkeControl. If passing in true, will take BlendInTime to reach a ControlStrength of 1.0. If passing in false, will take BlendOutTime to reach a ControlStrength of 0.0.

SetSkelControlStrength Source code

native final function SetSkelControlStrength ( float NewStrength, float InBlendTime )
Set custom strength with optional blend time.
@param NewStrength Target Strength for this controller.
@param InBlendTime Time it will take to reach that new strength. (0.f == Instant)


Defaultproperties

defaultproperties
{
   ControlStrength=1.000000
   BlendInTime=0.200000
   BlendOutTime=0.200000
   StrengthTarget=1.000000
   BoneScale=1.000000
   IgnoreAtOrAboveLOD=1000
   Name="Default__SkelControlBase"
   ObjectArchetype=Object'Core.Default__Object'
}

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Creation time: sk 18-3-2018 10:00:44.172 - Created with UnCodeX