Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:AnimNodeBlendList (UDK)
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| Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendList |
Contents |
- Package:
- Engine
- Direct subclasses:
- AnimNodeBlendByBase, AnimNodeBlendByPhysics, AnimNodeBlendByPosture, AnimNodeBlendByProperty, AnimNodeBlendBySpeed, AnimNodeRandom, UTAnimBlendBase
- This class in other games:
- UT3
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[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
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] |
|
