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UE3:AnimNodeBlendBase (UDK)
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| Object >> AnimObject >> AnimNode >> AnimNodeBlendBase |
Contents |
- Package:
- Engine
- Direct subclasses:
- AnimNodeAimOffset, AnimNodeBlendDirectional, AnimNodeBlendList, AnimNodeBlendMultiBone, AnimNodeBlend, AnimNodeMirror, AnimNodeScalePlayRate, AnimNodeSlot, AnimNodeSynch, AnimNode_MultiBlendPerBone, AnimTree, UTAnimBlendByHoverboardTilt, UTAnimBlendByHoverboardTurn, UTAnimNodeCopyBoneTranslation
- This class in other games:
- UT3
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[edit] Properties
[edit] Property group 'AnimNodeBlendBase'
[edit] BlendType
Type: Object.AlphaBlendType
[edit] Internal variables
[edit] bFixNumChildren
Type: bool
Whether children connectors (ie elements of the Children array) may be added/removed.
[edit] Children
Type: array<AnimBlendChild>
Modifiers: editfixedsize, editinline, export
Array of children AnimNodes. These will be blended together and the results returned by GetBoneAtoms.
[edit] Structs
[edit] AnimBlendChild
Modifiers: native
Link to a child AnimNode.
- name Name
- Name of link.
- AnimNode Anim
- Child AnimNode.
- float Weight
- Weight with which this child will be blended in. Sum of all weights in the Children array must be 1.0
- float TotalWeight
- Total weight of this connection in the final blend of all animations.
- float BlendWeight
- Weight used for blending. See AnimBlendType.
- int bHasRootMotion
- Is this children currently forwarding root motion?
- Object.BoneAtom RootMotion
- Extracted Root Motion
- bool bMirrorSkeleton
- Whether this child's skeleton should be mirrored.
Do not use this lightly, mirroring is rather expensive. So minimize the number of times mirroring is done in the tree.
[edit] Native functions
[edit] PlayAnim
Overrides: AnimNode.PlayAnim
[edit] StopAnim
native function StopAnim ()
Overrides: AnimNode.StopAnim
