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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- UTGameContent.PhysAnimTestActor
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| bool | bBlendingBack |
| bool | bBlendToGetUp |
| float | BlendBackStartTime |
| AnimNodeBlend | BlendNode |
| bool | bNextPokeKnocksDown |
| bool | bRampingDownMotors |
| EPATAState | CurrentState |
| float | GetUpBlendStartTime |
| AnimNodeSequence | GetUpNode |
| RB_BodyInstance | HipBody |
| float | MotorDownStartTime |
| vector | MoveDir |
| AnimNodeSequence | RunNode |
| PhysAnimTestActor | |
| float | ActorOriginHeight |
| array<name> | AngularBoneSpringNames |
| float | AngularHipDriveScale |
| float | BlendStaggerAnimTime |
| float | GetUpBlendTime |
| float | GetUpToIdleTime |
| array<name> | LinearBoneSpringNames |
| array<name> | LowerBoneNames |
| float | MotorDownAnimTime |
| float | MotorDownTime |
| float | PokeBlendTime |
| float | PokePauseTime |
| SkeletalMeshComponent | SkeletalMeshComponent |
| float | StaggerMuscleScale |
| float | StaggerSpeedAdj |
| float | StaggerVel |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary | ||
|---|---|---|
| EPATAState PATA_FixedAll, PATA_FixedLower, PATA_MotorRagdoll, PATA_Floppy, PATA_Recover | ||
| 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 |
| Functions Summary | ||
|---|---|---|
![]() | DetachAttachments ())) | |
![]() | EnableMotors (bool InEnabled)) | |
![]() | EndGrab ())) | |
![]() | bool | IsAngularBoneSpringName (name InName)) |
![]() | bool | IsLinearBoneSpringName (name InName)) |
![]() | bool | IsLowerBodyName (name InName)) |
![]() | OnAnimEnd (AnimNodeSequence InSeqNode, float PlayedTime, float ExcessTime)) | |
![]() | OnSetPATAState (SeqAct_SetPATAState Action)) | |
![]() | PostBeginPlay ())) | |
![]() | bool | PreGrab ())) |
![]() | bool | PrePokeActor (vector PokeDir)) |
![]() | RecoverFromRagdoll ())) | |
![]() | SetBodiesFixed (bool InFixed)) | |
![]() | SetBoneSprings (bool bEnabled)) | |
![]() | SetLowerFixed ())) | |
![]() | SetPATAState (EPATAState NewState)) | |
![]() | Tick (float DeltaSeconds)) | |
| Variables Detail |
|---|
Names of bones that make up the 'lower half' of this actor.
| Enumerations Detail |
|---|
| Functions Detail |
|---|
DetachAttachments Source code
EnableMotors Source codeTurn all motors on or off
EndGrab Source code
IsAngularBoneSpringName Source code
IsLinearBoneSpringName Source code
IsLowerBodyName Source codeUtil for determining if a bone is in the LowerBoneNames array.
OnAnimEnd Source code
OnSetPATAState Source codeHandler for SeqAct_SetPATAState Kismet action.
PostBeginPlay Source codeWhen game begins, get anim playing, and go into FixedLower state.
PreGrab Source code
PrePokeActor Source code
RecoverFromRagdoll Source codeEnter recovery from ragdoll mode.
SetBodiesFixed Source codeFix or unfix all bodies
SetBoneSprings Source code
SetLowerFixed Source codeSet lower half bones to fixed.
SetPATAState Source codeFunction for changing what state we are in.
Tick Source codeTick function
| Defaultproperties |
|---|
defaultproperties
{
LowerBoneNames(0)="b_LeftLegUpper"
LowerBoneNames(1)="b_LeftLeg"
LowerBoneNames(2)="b_LeftAnkle"
LowerBoneNames(3)="b_RightLegUpper"
LowerBoneNames(4)="b_RightLeg"
LowerBoneNames(5)="b_RightAnkle"
LowerBoneNames(6)="b_Hips"
LinearBoneSpringNames(0)="b_LeftHand"
LinearBoneSpringNames(1)="b_RightHand"
AngularBoneSpringNames(0)="b_Head"
Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
SkeletalMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
PhysicsAsset=PhysicsAsset'CH_AnimHuman.Mesh.SK_CH_BaseMale_Physics'
PhysicsWeight=1.000000
AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
bHasPhysicsAssetInstance=True
bUpdateJointsFromAnimation=True
CollideActors=True
BlockZeroExtent=True
BlockRigidBody=True
RBChannel=RBCC_EffectPhysics
RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True)
Name="SkeletalMeshComponent0"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
SkeletalMeshComponent=SkeletalMeshComponent0
GetUpBlendTime=0.200000
GetUpToIdleTime=0.400000
ActorOriginHeight=50.000000
PokePauseTime=0.700000
PokeBlendTime=0.500000
MotorDownTime=1.400000
MotorDownAnimTime=0.400000
BlendStaggerAnimTime=0.150000
StaggerSpeedAdj=0.100000
StaggerVel=100.000000
AngularHipDriveScale=5.000000
StaggerMuscleScale=200.000000
Components(0)=SkeletalMeshComponent0
bNoDelete=True
bCollideActors=True
bProjTarget=True
CollisionComponent=SkeletalMeshComponent0
Name="Default__PhysAnimTestActor"
ObjectArchetype=Actor'Engine.Default__Actor'
}
|
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