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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Actor placed in level and used to preview different custom character combinations. Does not use skeletal mesh merging, so changing parts is quick.
Core.Object | +-- Engine.Actor | +-- UTGame.UTCustomChar_Preview
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| 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 | ||
|---|---|---|
![]() | NotifyCharacterDataChanged () | |
![]() | OnSetCustomCharPart (UTSeqAct_SetCustomCharPart Action)) | |
![]() | OnSetCustomCharProfile (UTSeqAct_SetCustomCharProfile Action)) | |
![]() | OnToggle (SeqAct_Toggle Action)) | |
![]() | PostBeginPlay ())) | |
![]() | SetCharacter (string InFaction, string InCharID) | |
![]() | SetCharacterData (UTCustomChar_Data.CustomCharData InCharData) | |
![]() | SetPart (UTCustomChar_Data.ECharPart InPart, string InPartID) | |
![]() | Tick (float DeltaTime)) | |
| Variables Detail |
|---|
Info about character currently being used.
Used for easily setting
In the char editor, used to find the right UTCustomChar_Preview for each faction.
| Functions Detail |
|---|
NotifyCharacterDataChanged Source codeNotification when the character data has changed so the preview actor can update the data in-game.
OnSetCustomCharPart Source codeHandler for 'SetCustomCharPart' kismet action
OnSetCustomCharProfile Source codeHandler for 'SetCustomCharCharacter' kismet action
OnToggle Source codeFor testing merging - when toggled - create new merged skeletal mesh and assign to place SkeletalMeshActor.
PostBeginPlay Source code
SetCharacter Source codeSet the entire preview character to a specified profile.
SetCharacterData Source codeSets the preview character's data to the specified char data struct.
SetPart Source codeSet a particular part of the preview character, based on its short ID.
Tick Source code| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=SkeletalMeshComponent Name=MyAnimComp ObjName=MyAnimComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
SkeletalMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
Begin Object Class=AnimNodeSequence Name=AnimNodeSeq0 ObjName=AnimNodeSeq0 Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
AnimSeqName="idle_ready_rif"
bPlaying=True
bLooping=True
Name="AnimNodeSeq0"
ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
End Object
Animations=AnimNodeSequence'UTGame.Default__UTCustomChar_Preview:AnimNodeSeq0'
AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
bHasPhysicsAssetInstance=True
bEnableFullAnimWeightBodies=True
HiddenGame=True
BlockRigidBody=True
RBChannel=RBCC_Untitled4
RBCollideWithChannels=(Untitled4=True)
Name="MyAnimComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
AnimComp=MyAnimComp
Begin Object Class=SkeletalMeshComponent Name=MyHeadComp ObjName=MyHeadComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyHeadComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
HeadComp=MyHeadComp
Begin Object Class=SkeletalMeshComponent Name=MyHelmetComp ObjName=MyHelmetComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyHelmetComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
HelmetComp=MyHelmetComp
Begin Object Class=SkeletalMeshComponent Name=MyFacemaskComp ObjName=MyFacemaskComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyFacemaskComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
FacemaskComp=MyFacemaskComp
Begin Object Class=SkeletalMeshComponent Name=MyGogglesComp ObjName=MyGogglesComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyGogglesComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
GogglesComp=MyGogglesComp
Begin Object Class=SkeletalMeshComponent Name=MyTorsoComp ObjName=MyTorsoComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyTorsoComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
TorsoComp=MyTorsoComp
Begin Object Class=SkeletalMeshComponent Name=MyLShoPadComp ObjName=MyLShoPadComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyLShoPadComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
LShoPadComp=MyLShoPadComp
Begin Object Class=SkeletalMeshComponent Name=MyRShoPadComp ObjName=MyRShoPadComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyRShoPadComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
RShoPadComp=MyRShoPadComp
Begin Object Class=SkeletalMeshComponent Name=MyArmsComp ObjName=MyArmsComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyArmsComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
ArmsComp=MyArmsComp
Begin Object Class=SkeletalMeshComponent Name=MyThighsComp ObjName=MyThighsComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyThighsComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
ThighsComp=MyThighsComp
Begin Object Class=SkeletalMeshComponent Name=MyBootsComp ObjName=MyBootsComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
ParentAnimComponent=SkeletalMeshComponent'UTGame.Default__UTCustomChar_Preview:MyAnimComp'
Name="MyBootsComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
BootsComp=MyBootsComp
Character=(AIData=(Aggressiveness=0.400000,CombatStyle=0.200000))
Components(0)=MyAnimComp
Components(1)=MyTorsoComp
Components(2)=MyHeadComp
Components(3)=MyHelmetComp
Components(4)=MyFacemaskComp
Components(5)=MyGogglesComp
Components(6)=MyLShoPadComp
Components(7)=MyRShoPadComp
Components(8)=MyArmsComp
Components(9)=MyThighsComp
Components(10)=MyBootsComp
Name="Default__UTCustomChar_Preview"
ObjectArchetype=Actor'Engine.Default__Actor'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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