Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 |
/** * skeletal controller that tries to keep a bone within a certain distance of the ground within its constraints * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UDKSkelControl_HugGround extends SkelControlSingleBone native(Animation) hidecategories(Translation, Rotation, Adjustment); /** desired distance from bone to ground */ var() float DesiredGroundDist; /** maximum distance the bone may be moved from its normal location */ var() float MaxDist; /** optional name of a bone that the controlled bone will always be rotated towards */ var() name ParentBone; /** if true, rotate the bone in the opposite direction of the parent instead of in the same direction */ var() bool bOppositeFromParent; /** if ParentBone is specified and this is greater than zero always keep the controlled bone exactly this many units from it */ var() float XYDistFromParentBone; var() float ZDistFromParentBone; /** maximum amount the BoneTranslation may change per second */ var() float MaxTranslationPerSec; /** time bone transforms were last updated */ var transient float LastUpdateTime; cpptext { virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms); } defaultproperties { DesiredGroundDist=60.0 MaxDist=60.0 bApplyTranslation=true bAddTranslation=true // bApplyRotation = (ParentBone != 'None') BoneRotationSpace=BCS_BoneSpace BoneTranslationSpace=BCS_ActorSpace bIgnoreWhenNotRendered=true MaxTranslationPerSec=150.0 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |