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Engine.SkelControlFootPlacement

Extends
SkelControlLimb
Modifiers
hidecategories ( Effector ) native ( Anim )

Core.Object
|   
+-- Engine.SkelControlBase
   |   
   +-- Engine.SkelControlLimb
      |   
      +-- Engine.SkelControlFootPlacement

Variables Summary
FootPlacement
boolbInvertFootUpAxis
boolbOnlyEnableForUpAdjustment
boolbOrientFootToGround
floatFootOffset
rotatorFootRotOffset
EAxisFootUpAxis
floatMaxDownAdjustment
floatMaxFootOrientAdjust
floatMaxUpAdjustment
Inherited Variables from Engine.SkelControlLimb
bAllowStretching, bInvertBoneAxis, bInvertJointAxis, bMaintainEffectorRelRot, BoneAxis, bTakeRotationFromEffectorSpace, EffectorLocation, EffectorLocationSpace, EffectorSpaceBoneName, JointAxis, JointTargetLocation, JointTargetLocationSpace, JointTargetSpaceBoneName, StretchLimits, StretchRollBoneName
Inherited Variables from Engine.SkelControlBase
bEnableEaseInOut, bIgnoreWhenNotRendered, bInitializedCachedNodeList, BlendInTime, BlendOutTime, BlendTimeToGo, BoneScale, bPropagateSetActive, bSetStrengthFromAnimNode, CachedNodeList, ControlName, ControlPosX, ControlPosY, ControlStrength, ControlTickTag, DrawWidth, IgnoreAtOrAboveLOD, NextControl, SkelComponent, StrengthAnimNodeNameList, StrengthTarget

Enumerations Summary
Inherited Enumerations from Engine.SkelControlBase
EBoneControlSpace

Functions Summary
Inherited Functions from Engine.SkelControlBase
SetSkelControlActive, SetSkelControlStrength


Variables Detail

FootPlacement

bInvertFootUpAxis Source code

var(FootPlacement) bool bInvertFootUpAxis;
If we should invert the axis used for aligning the foot to the floor, defined by FootUpAxis.

bOnlyEnableForUpAdjustment Source code

var(FootPlacement) bool bOnlyEnableForUpAdjustment;
This control should be completely disabled if we are not doing an upwards adjustment on the foot.

bOrientFootToGround Source code

var(FootPlacement) bool bOrientFootToGround;
If we should attempt to align the foot bone with the surface normal of the ground.

FootOffset Source code

var(FootPlacement) float FootOffset;
Vertical offset to apply to foot bone. This is applied along the vector between the hip position and the foot bone position.

FootRotOffset Source code

var(FootPlacement) rotator FootRotOffset;
Rotation offset applied to foot matrix before taking the FootUpAxis.

FootUpAxis Source code

var(FootPlacement) EAxis FootUpAxis;
Axis of the foot bone to align to ground normal (if bOrientFootToGround is true).

MaxDownAdjustment Source code

var(FootPlacement) float MaxDownAdjustment;
Maximum distance from animated post that foot will be moved down.

MaxFootOrientAdjust Source code

var(FootPlacement) float MaxFootOrientAdjust;
Maximum angle (in degrees) that we will rotate the foot from the animated orientation in an attempt to match the ground normal.

MaxUpAdjustment Source code

var(FootPlacement) float MaxUpAdjustment;
Maximum distance from animated post that foot will be moved up.


Defaultproperties

defaultproperties
{
   FootUpAxis=AXIS_X
   bOrientFootToGround=True
   MaxUpAdjustment=50.000000
   MaxFootOrientAdjust=45.000000
   Name="Default__SkelControlFootPlacement"
   ObjectArchetype=SkelControlLimb'Engine.Default__SkelControlLimb'
}

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Creation time: sk 18-3-2018 10:00:44.182 - Created with UnCodeX