Mostly Harmless

UE3:AnimNodeBlendList (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendList
Package: 
Engine
Direct subclasses:
AnimNodeBlendByBase, AnimNodeBlendByPhysics, AnimNodeBlendByPosture, AnimNodeBlendByProperty, AnimNodeBlendBySpeed, AnimNodeRandom, UTAnimBlendBase
This class in other games:
UT3


Properties[edit]

Property group 'AnimNodeBlendList'[edit]

bForceChildFullWeightWhenBecomingRelevant[edit]

Type: bool

If TRUE (Default), then when the node becomes relevant, the Active Child will be forced to full weight. This is a general optimization, as multiple nodes tend to change state at the same time, this will reduce the maximum number of blends and animation decompression done at the same time. Setting it to FALSE, will let the node interpolate animation normally.

Default value: True

bPlayActiveChild[edit]

Type: bool

Call play anim when active child is changed

bSkipBlendWhenNotRendered[edit]

Type: bool

if TRUE, do not blend when the Skeletal Mesh is not visible. Optimization to save on blending time when meshes are not rendered. Instant switch instead.

Default value: True

Internal variables[edit]

ActiveChildIndex[edit]

Type: int

Child currently active - that is, at or ramping up to 100%.

BlendTimeToGo[edit]

Type: float

How long before current blend is complete (ie. active child reaches 100%)

SliderPosition[edit]

Type: float

Modifiers: const

slider position, for animtree editor

TargetWeight[edit]

Type: array<float>

Array of target weights for each child. Size must be the same as the Children array.

Default values[edit]

Property Value
CategoryDesc "BlendBy"
Children[0]
Member Value
Name 'Child1'

Native functions[edit]

SetActiveChild[edit]

native function SetActiveChild (int ChildIndex, float BlendTime)