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UTGame.UTSkelControl_NecrisRaptorWings

Extends
SkelControlSingleBone
Modifiers
hidecategories ( Translation , Rotation , Adjustment ) native ( Animation )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SkelControlBase
   |   
   +-- Engine.SkelControlSingleBone
      |   
      +-- UTGame.UTSkelControl_NecrisRaptorWings

Variables Summary
intActualPitch
intbForcedDesired
boolbInitialized
intDesiredAngle
intDesiredPitch
floatMinUpTime
floatPitchRate
intUpperWingIndex
floatUpTimeSeconds
Wing
boolbInverted
nameJointSocket
nameLowerWingBoneName
nameTipSocket
nameUpperWingBoneName
intWingLength
Inherited Variables from Engine.SkelControlSingleBone
bAddRotation, bAddTranslation, bApplyRotation, bApplyTranslation, BoneRotation, BoneRotationSpace, BoneTranslation, BoneTranslationSpace, RotationSpaceBoneName, TranslationSpaceBoneName
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

Enumerations Summary
Inherited Enumerations from Engine.SkelControlBase
EBoneControlSpace

Functions Summary
Inherited Functions from Engine.SkelControlBase
SetSkelControlActive, SetSkelControlStrength


Variables Detail

ActualPitch Source code

var int ActualPitch;

bForcedDesired Source code

var int bForcedDesired;

bInitialized Source code

var transient bool bInitialized;
If true, this component has been initialized and the BoneIndex array is valid

DesiredAngle Source code

var int DesiredAngle;

DesiredPitch Source code

var int DesiredPitch;

MinUpTime Source code

var float MinUpTime;

PitchRate Source code

var float PitchRate;

UpperWingIndex Source code

var int UpperWingIndex;
These holds the various runtime values 0=Left, 1=Right

UpTimeSeconds Source code

var float UpTimeSeconds;
WorldInfo->TimeSeconds < UpTimeSeconds then the wings will not fold down

Wing

bInverted Source code

var(Wing) bool bInverted;
If true, this wing is the top wing and all traced will be inverted

JointSocket Source code

var(Wing) name JointSocket;
JoinSockets are used when tracing from the joint + velocity

LowerWingBoneName Source code

var(Wing) name LowerWingBoneName;
LowerWingBoneName is the bone that aligns the lower wing

TipSocket Source code

var(Wing) name TipSocket;
The tip Sockets are used to trace from the tip of the wing

UpperWingBoneName Source code

var(Wing) name UpperWingBoneName;
UpperWingBoneName is the bone that aligns the upper wing

WingLength Source code

var(Wing) int WingLength;
WingLength is the left of the wing


Defaultproperties

defaultproperties
{
   WingLength=165
   MinUpTime=0.500000
   bApplyRotation=True
   BoneRotationSpace=BCS_ActorSpace
   bIgnoreWhenNotRendered=True
   Name="Default__UTSkelControl_NecrisRaptorWings"
   ObjectArchetype=SkelControlSingleBone'Engine.Default__SkelControlSingleBone'
}

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Creation time: sk 18-3-2018 10:00:57.096 - Created with UnCodeX