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UTGame.UTSkelControl_TurretConstrained

Extends
SkelControlSingleBone
Modifiers
native ( Animation )

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

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

Direct Known Subclasses:

UTSkelControl_DarkWalkerHeadTurret, UTSkelControl_TurretMultiBone

Variables Summary
boolbIsInMotion
RotatorConstrainedBoneRotation
Constraint
boolbConstrainPitch
boolbConstrainRoll
boolbConstrainYaw
boolbInvertPitch
boolbInvertRoll
boolbInvertYaw
TurretConstraintDataMaxAngle
TurretConstraintDataMinAngle
Constraints
array<TurretStepData>Steps
Turret
intAssociatedSeatIndex
boolbFixedWhenFiring
boolbResetWhenUnattended
rotatorDesiredBoneRotation
floatLagDegreesPerSecond
floatPitchSpeedScale
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

Structures Summary
TurretConstraintData
PitchConstraint, YawConstraint, RollConstraint
TurretStepData
StepStartAngle, StepEndAngle, MaxAngle, MinAngle

Delegates Summary
delegate OnTurretStatusChange (bool bIsMoving)

Functions Summary
function InitTurret (Rotator InitRot, SkeletalMeshComponent SkelComp)
functionbool WouldConstrainPitch (int TestPitch, SkeletalMeshComponent SkelComp)
Inherited Functions from Engine.SkelControlBase
SetSkelControlActive, SetSkelControlStrength


Variables Detail

bIsInMotion Source code

var bool bIsInMotion;

ConstrainedBoneRotation Source code

var transient Rotator ConstrainedBoneRotation;
This is the world space rotation after constraints have been applied We set Bone rotation to this value by default in GetAffectedBones

Constraint

bConstrainPitch Source code

var(Constraint) bool bConstrainPitch;

bConstrainRoll Source code

var(Constraint) bool bConstrainRoll;

bConstrainYaw Source code

var(Constraint) bool bConstrainYaw;

bInvertPitch Source code

var(Constraint) bool bInvertPitch;

bInvertRoll Source code

var(Constraint) bool bInvertRoll;

bInvertYaw Source code

var(Constraint) bool bInvertYaw;

MaxAngle Source code

var(Constraint) TurretConstraintData MaxAngle;

MinAngle Source code

var(Constraint) TurretConstraintData MinAngle;

Constraints

Steps Source code

var(Constraints) array<TurretStepData> Steps;

Turret

AssociatedSeatIndex Source code

var(Turret) int AssociatedSeatIndex;
The Seat Index this control is associated with

bFixedWhenFiring Source code

var(Turret) bool bFixedWhenFiring;
If true, this turret won't update if the seat it is associated with is firing

bResetWhenUnattended Source code

var(Turret) bool bResetWhenUnattended;
If true, this turret will reset to 0,0,0 when there isn't a driver

DesiredBoneRotation Source code

var(Turret) rotator DesiredBoneRotation;

LagDegreesPerSecond Source code

var(Turret) float LagDegreesPerSecond;

PitchSpeedScale Source code

var(Turret) float PitchSpeedScale;


Structures Detail

TurretConstraintData Source code

struct TurretConstraintData
{
var(UTSkelControl_TurretConstrained) int PitchConstraint;
var(UTSkelControl_TurretConstrained) int RollConstraint;
var(UTSkelControl_TurretConstrained) int YawConstraint;
};


TurretStepData Source code

struct TurretStepData
{
var(UTSkelControl_TurretConstrained) TurretConstraintData MaxAngle;
var(UTSkelControl_TurretConstrained) TurretConstraintData MinAngle;
var(UTSkelControl_TurretConstrained) int StepEndAngle;
var(UTSkelControl_TurretConstrained) int StepStartAngle;
};
Allow each turret to have various steps in which to contrain the data.


Delegates Detail

OnTurretStatusChange Source code

delegate OnTurretStatusChange ( bool bIsMoving )


Functions Detail

InitTurret Source code

native final function InitTurret ( Rotator InitRot, SkeletalMeshComponent SkelComp )
Initialises turret, so its current direction is the way it wants to point.

WouldConstrainPitch Source code

native final function bool WouldConstrainPitch ( int TestPitch, SkeletalMeshComponent SkelComp )

@return if the given pitch would be limited by this controller


Defaultproperties

defaultproperties
{
   LagDegreesPerSecond=360.000000
   PitchSpeedScale=1.000000
   bApplyRotation=True
   BoneRotationSpace=BCS_ActorSpace
   Name="Default__UTSkelControl_TurretConstrained"
   ObjectArchetype=SkelControlSingleBone'Engine.Default__SkelControlSingleBone'
}

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Creation time: sk 18-3-2018 10:00:57.161 - Created with UnCodeX