| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- Engine.SkeletalMeshActor
MorphTestActor, SkeletalMeshActorMAT, SkeletalMeshActorSpawnable, UTSPGlobe
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| AudioComponent | FacialAudioComp |
| SkeletalMesh | ReplicatedMesh |
| SkeletalMeshActor | |
| LightEnvironmentComponent | LightEnvironment |
| SkeletalMeshComponent | SkeletalMeshComponent |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | BeginAnimControl (array<AnimSet> InAnimSets)) | |
![]() | DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)) | |
![]() | FinishAnimControl ())) | |
![]() | FaceFXAsset | GetActorFaceFXAsset ())) |
![]() | AudioComponent | GetFaceFXAudioComponent ())) |
![]() | bool | IsActorPlayingFaceFXAnim ())) |
![]() | OnPlayFaceFXAnim (SeqAct_PlayFaceFXAnim inAction)) | |
![]() | OnSetMaterial (SeqAct_SetMaterial Action)) | |
![]() | OnSetSkeletalMesh (SeqAct_SetSkeletalMesh Action)) | |
![]() | OnToggle (SeqAct_Toggle action)) | |
![]() | bool | PlayActorFaceFXAnim (FaceFXAnimSet AnimSet, String GroupName, String SeqName)) |
![]() | PostBeginPlay ())) | |
![]() | ReplicatedEvent (name VarName )) | |
![]() | SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)) | |
![]() | SetAnimWeights (array<AnimSlotInfo> SlotInfos)) | |
![]() | StopActorFaceFXAnim ())) | |
| Variables Detail |
|---|
Used to replicate mesh to clients
| Functions Detail |
|---|
BeginAnimControl Source code
DoKismetAttachment Source codePerforms actual attachment. Can be subclassed for class specific behaviors.
FinishAnimControl Source code
GetActorFaceFXAsset Source codeUsed by Matinee in-game to mount FaceFXAnimSets before playing animations.
GetFaceFXAudioComponent Source codeUsed to let FaceFX know what component to play dialogue audio on.
IsActorPlayingFaceFXAnim Source codeReturns TRUE if this actor is playing a FaceFX anim.
OnPlayFaceFXAnim Source codeFunction for handling the SeqAct_PlayFaceFXAnim Kismet action working on this Actor.
OnSetMaterial Source code
OnSetSkeletalMesh Source code
OnToggle Source codeHandling Toggle event from Kismet.
PlayActorFaceFXAnim Source codeHandler for Matinee wanting to play FaceFX animations in the game.
PostBeginPlay Source code
ReplicatedEvent Source code
SetAnimPosition Source code
SetAnimWeights Source code
StopActorFaceFXAnim Source codeHandler for Matinee wanting to stop FaceFX animations in the game.
| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
Begin Object Class=AnimNodeSequence Name=AnimNodeSeq0 ObjName=AnimNodeSeq0 Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
Name="AnimNodeSeq0"
ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
End Object
Animations=AnimNodeSequence'Engine.Default__SkeletalMeshActor:AnimNodeSeq0'
bForceMeshObjectUpdates=True
LightEnvironment=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment'
CollideActors=True
BlockZeroExtent=True
RBChannel=RBCC_GameplayPhysics
RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True)
Name="SkeletalMeshComponent0"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
SkeletalMeshComponent=SkeletalMeshComponent0
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
bEnabled=False
Name="MyLightEnvironment"
ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
End Object
LightEnvironment=MyLightEnvironment
Begin Object Class=AudioComponent Name=FaceAudioComponent ObjName=FaceAudioComponent Archetype=AudioComponent'Engine.Default__AudioComponent'
Name="FaceAudioComponent"
ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
End Object
FacialAudioComp=FaceAudioComponent
Components(0)=MyLightEnvironment
Components(1)=SkeletalMeshComponent0
Components(2)=FaceAudioComponent
bNoDelete=True
bCollideActors=True
bProjTarget=True
bEdShouldSnap=True
CollisionComponent=SkeletalMeshComponent0
CollisionType=COLLIDE_TouchWeapons
Name="Default__SkeletalMeshActor"
ObjectArchetype=Actor'Engine.Default__Actor'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||