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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- UTGameContent.PhysAnimTestActor
Constants Summary |
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Inherited Contants from Core.Object |
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DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
Variables Summary | |
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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 |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
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EPATAState PATA_FixedAll, PATA_FixedLower, PATA_MotorRagdoll, PATA_Floppy, PATA_Recover |
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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![]() | 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 |
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Names of bones that make up the 'lower half' of this actor.
Enumerations Detail |
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Functions Detail |
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Turn all motors on or off
Util for determining if a bone is in the LowerBoneNames array.
Handler for SeqAct_SetPATAState Kismet action.
When game begins, get anim playing, and go into FixedLower state.
Enter recovery from ragdoll mode.
Fix or unfix all bodies
Set lower half bones to fixed.
Function for changing what state we are in.
Tick function
Defaultproperties |
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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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