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UE3:AnimNodeBlendList (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendList

Contents

Package: 
Engine
Direct subclasses:
AnimNodeBlendByBase, AnimNodeBlendByPhysics, AnimNodeBlendByPosture, AnimNodeBlendByProperty, AnimNodeBlendBySpeed, AnimNodeRandom, UTAnimBlendBase
This class in other games:
UT3


[edit] Properties

[edit] Property group 'AnimNodeBlendList'

[edit] bForceChildFullWeightWhenBecomingRelevant

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

[edit] bPlayActiveChild

Type: bool

Call play anim when active child is changed

[edit] bSkipBlendWhenNotRendered

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

[edit] Internal variables

[edit] ActiveChildIndex

Type: int

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

[edit] BlendTimeToGo

Type: float

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

[edit] SliderPosition

Type: float

Modifiers: const

slider position, for animtree editor

[edit] TargetWeight

Type: array<float>

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

[edit] Default values

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

[edit] Native functions

[edit] SetActiveChild

native function SetActiveChild (int ChildIndex, float BlendTime)