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KF2-Dev-Scripts/Engine/Classes/SkelControlFootPlacement.uc

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2020-12-13 15:01:13 +00:00
class SkelControlFootPlacement extends SkelControlLimb
hidecategories(Effector)
native(Anim);
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* SkelControlLimb subclass designed for placing feet on the ground.
* The SkeletalMeshComponent must be adjusted in gameplay code so that the feet can pass into some world geometry,
* and then line-checks in the controller will detect where the line hits and pull the leg back accordingly, and orient
* the foor bone if desired.
*/
/** Vertical offset to apply to foot bone. This is applied along the vector between the hip position and the foot bone position. */
var(FootPlacement) float FootOffset;
/** Axis of the foot bone to align to ground normal (if bOrientFootToGround is true). */
var(FootPlacement) EAxis FootUpAxis;
/** Rotation offset applied to foot matrix before taking the FootUpAxis. */
var(FootPlacement) rotator FootRotOffset;
/** If we should invert the axis used for aligning the foot to the floor, defined by FootUpAxis. */
var(FootPlacement) bool bInvertFootUpAxis;
/** If we should attempt to align the foot bone with the surface normal of the ground. */
var(FootPlacement) bool bOrientFootToGround;
/** This control should be completely disabled if we are not doing an upwards adjustment on the foot. */
var(FootPlacement) bool bOnlyEnableForUpAdjustment;
/** Maximum distance from animated post that foot will be moved up. */
var(FootPlacement) float MaxUpAdjustment;
/** Maximum distance from animated post that foot will be moved down. */
var(FootPlacement) float MaxDownAdjustment;
/** Maximum angle (in degrees) that we will rotate the foot from the animated orientation in an attempt to match the ground normal. */
var(FootPlacement) float MaxFootOrientAdjust;
cpptext
{
// USkelControlBase interface
virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms);
}
defaultproperties
{
FootUpAxis=AXIS_X
bOrientFootToGround=true
MaxUpAdjustment=50.0
MaxDownAdjustment=0.0
MaxFootOrientAdjust=45.0
}