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Engine.SkelControlTrail

Extends
SkelControlBase
Modifiers
native ( Anim )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Allows a chain of bones to 'trail' behind its head.

Core.Object
|   
+-- Engine.SkelControlBase
   |   
   +-- Engine.SkelControlTrail

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

Variables Summary
boolbHadValidStrength
floatThisTimstep
array<vector>TrailBoneLocations
Trail
boolbInvertChainBoneAxis
boolbLimitStretch
EAxisChainBoneAxis
intChainLength
floatStretchLimit
floatTrailRelaxation
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
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.SkelControlBase
EBoneControlSpace
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
Inherited Functions from Engine.SkelControlBase
SetSkelControlActive, SetSkelControlStrength
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

bHadValidStrength Source code

var bool bHadValidStrength;
Did we have a non-zero ControlStrength last frame.

ThisTimstep Source code

var float ThisTimstep;
Internal use - we need the timestep to do the relaxation in CalculateNewBoneTransforms.

TrailBoneLocations Source code

var transient array<vector> TrailBoneLocations;
World-space locations of the bones. Each frame these are moved towards their 'animated' locations.

Trail

bInvertChainBoneAxis Source code

var(Trail) bool bInvertChainBoneAxis;
Invert the direction specified in ChainBoneAxis.

bLimitStretch Source code

var(Trail) bool bLimitStretch;
Limit the amount that a bone can stretch from its ref-pose length.

ChainBoneAxis Source code

var(Trail) EAxis ChainBoneAxis;
Axis of the bones to point along trail.

ChainLength Source code

var(Trail) int ChainLength;
Number of bones above the active one in the hierarchy to modify.

StretchLimit Source code

var(Trail) float StretchLimit;
If bLimitStretch is true, this indicates how long a bone can stretch beyond its length in the ref-pose.

TrailRelaxation Source code

var(Trail) float TrailRelaxation;
How quickly we 'relax' the bones to their animated positions.


Defaultproperties

defaultproperties
{
   ChainLength=2
   ChainBoneAxis=AXIS_X
   TrailRelaxation=10.000000
   Name="Default__SkelControlTrail"
   ObjectArchetype=SkelControlBase'Engine.Default__SkelControlBase'
}

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Creation time: sk 18-3-2018 10:00:44.245 - Created with UnCodeX