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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 |
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Inherited Contants from Core.Object |
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DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary |
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Inherited Enumerations from Engine.Actor |
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ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
Inherited Enumerations from Core.Object |
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EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
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Inherited Structures from Engine.Actor |
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AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Functions Summary | ||
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![]() | 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 |
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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 |
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Notification when the character data has changed so the preview actor can update the data in-game.
Handler for 'SetCustomCharPart' kismet action
Handler for 'SetCustomCharCharacter' kismet action
For testing merging - when toggled - create new merged skeletal mesh and assign to place SkeletalMeshActor.
Set the entire preview character to a specified profile.
Sets the preview character's data to the specified char data struct.
Set a particular part of the preview character, based on its short ID.
Defaultproperties |
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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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