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UTGame.UTCustomChar_Preview

Extends
Actor
Modifiers
dependson ( UTCustomChar_Data ) placeable native

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 Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
UTCharFamilyAssetStoreFamilyAssets
UTCustomChar_Preview
SkeletalMeshComponentAnimComp
SkeletalMeshComponentArmsComp
SkeletalMeshComponentBootsComp
UTCustomChar_Data.CharacterInfoCharacter
LightingChannelContainerCharLightingChannels
SkeletalMeshComponentFacemaskComp
SkeletalMeshComponentGogglesComp
SkeletalMeshComponentHeadComp
SkeletalMeshComponentHelmetComp
SkeletalMeshComponentLShoPadComp
UTCustomChar_Data.CustomCharMergeStateMergeState
SkeletalMeshComponentRShoPadComp
SkeletalMeshActorTestMergeActor
MaterialInstanceConstantTestMIC
MaterialInstanceConstantTestMIC2
MaterialInstanceConstantTestMIC3
SkeletalMeshComponentThighsComp
SkeletalMeshComponentTorsoComp
stringUseForFaction
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo
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
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 NotifyCharacterDataChanged ()
event OnSetCustomCharPart (UTSeqAct_SetCustomCharPart Action))
event OnSetCustomCharProfile (UTSeqAct_SetCustomCharProfile Action))
event OnToggle (SeqAct_Toggle Action))
event PostBeginPlay ()))
function SetCharacter (string InFaction, string InCharID)
function SetCharacterData (UTCustomChar_Data.CustomCharData InCharData)
function SetPart (UTCustomChar_Data.ECharPart InPart, string InPartID)
event Tick (float DeltaTime))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors
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

FamilyAssets Source code

var UTCharFamilyAssetStore FamilyAssets;

UTCustomChar_Preview

AnimComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent AnimComp;

ArmsComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent ArmsComp;

BootsComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent BootsComp;

Character Source code

var(UTCustomChar_Preview) UTCustomChar_Data.CharacterInfo Character;
Info about character currently being used.

CharLightingChannels Source code

var(UTCustomChar_Preview) LightingChannelContainer CharLightingChannels;
Used for easily setting

FacemaskComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent FacemaskComp;

GogglesComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent GogglesComp;

HeadComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent HeadComp;

HelmetComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent HelmetComp;

LShoPadComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent LShoPadComp;

MergeState Source code

var(UTCustomChar_Preview) UTCustomChar_Data.CustomCharMergeState MergeState;

RShoPadComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent RShoPadComp;

TestMergeActor Source code

var(UTCustomChar_Preview) SkeletalMeshActor TestMergeActor;

TestMIC Source code

var(UTCustomChar_Preview) MaterialInstanceConstant TestMIC;

TestMIC2 Source code

var(UTCustomChar_Preview) MaterialInstanceConstant TestMIC2;

TestMIC3 Source code

var(UTCustomChar_Preview) MaterialInstanceConstant TestMIC3;

ThighsComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent ThighsComp;

TorsoComp Source code

var(UTCustomChar_Preview) SkeletalMeshComponent TorsoComp;

UseForFaction Source code

var(UTCustomChar_Preview) string UseForFaction;
In the char editor, used to find the right UTCustomChar_Preview for each faction.


Functions Detail

NotifyCharacterDataChanged Source code

native function NotifyCharacterDataChanged ( )
Notification when the character data has changed so the preview actor can update the data in-game.

OnSetCustomCharPart Source code

event OnSetCustomCharPart ( UTSeqAct_SetCustomCharPart Action) )
Handler for 'SetCustomCharPart' kismet action

OnSetCustomCharProfile Source code

event OnSetCustomCharProfile ( UTSeqAct_SetCustomCharProfile Action) )
Handler for 'SetCustomCharCharacter' kismet action

OnToggle Source code

event OnToggle ( SeqAct_Toggle Action) )
For testing merging - when toggled - create new merged skeletal mesh and assign to place SkeletalMeshActor.

PostBeginPlay Source code

event PostBeginPlay ( ) )

SetCharacter Source code

native function SetCharacter ( string InFaction, string InCharID )
Set the entire preview character to a specified profile.

SetCharacterData Source code

native function SetCharacterData ( UTCustomChar_Data.CustomCharData InCharData )
Sets the preview character's data to the specified char data struct.

SetPart Source code

native function SetPart ( UTCustomChar_Data.ECharPart InPart, string InPartID )
Set a particular part of the preview character, based on its short ID.

Tick Source code

event Tick ( float DeltaTime) )


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'
}

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Creation time: sk 18-3-2018 10:00:49.512 - Created with UnCodeX