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UTGame.UTSkelControl_RaptorWing

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_RaptorWing

Variables Summary
intActualPitch[2]
boolbAlreadyDescending
intbForcedDesired[2]
boolbInitialized
intBones[2]
intDesiredAngle
intDesiredPitch[2]
floatMinUpTime
floatPitchRate[2]
floatUpTimeSeconds
Wing
nameJointSockets[2]
nameTipBones[2]
nameTipSockets[2]
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
function ForceSingleWingUp (bool bRight, float Rate)
function ForceWingsUp (float Rate)
Inherited Functions from Engine.SkelControlBase
SetSkelControlActive, SetSkelControlStrength


Variables Detail

ActualPitch[2] Source code

var int ActualPitch[2];

bAlreadyDescending Source code

var bool bAlreadyDescending;
true if was already folding up wings because of descent

bForcedDesired[2] Source code

var int bForcedDesired[2];

bInitialized Source code

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

Bones[2] Source code

var int Bones[2];
These holds the various runtime values 0=Left, 1=Right

DesiredAngle Source code

var int DesiredAngle;

DesiredPitch[2] Source code

var int DesiredPitch[2];

MinUpTime Source code

var float MinUpTime;

PitchRate[2] Source code

var float PitchRate[2];

UpTimeSeconds Source code

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

Wing

JointSockets[2] Source code

var(Wing) name JointSockets[2];
JoinSockets are used when tracing from the joint + velocity

TipBones[2] Source code

var(Wing) name TipBones[2];
TipBone defines which bone is left and which is right

TipSockets[2] Source code

var(Wing) name TipSockets[2];
The tip Sockets are used to trace from the tip of the wing

WingLength Source code

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


Functions Detail

ForceSingleWingUp Source code

native function ForceSingleWingUp ( bool bRight, float Rate )
This function will force a single wing in to the up position

ForceWingsUp Source code

native function ForceWingsUp ( float Rate )
This function will force both wings in to the up position


Defaultproperties

defaultproperties
{
   WingLength=165
   ActualPitch(0)=-16384
   ActualPitch(1)=-16384
   DesiredPitch(0)=-16384
   MinUpTime=0.500000
   bApplyRotation=True
   BoneRotationSpace=BCS_ActorSpace
   bIgnoreWhenNotRendered=True
   Name="Default__UTSkelControl_RaptorWing"
   ObjectArchetype=SkelControlSingleBone'Engine.Default__SkelControlSingleBone'
}

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Creation time: sk 18-3-2018 10:00:57.123 - Created with UnCodeX