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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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