Cogito, ergo sum
From Unreal Wiki, The Unreal Engine Documentation Site
- Direct subclasses:
- AnimNodeSequenceBlendBase, UTAnimNodeFramePlayer, UTAnimNodeSequenceByBoneRotation, UTAnimNodeSequence
- This class in other games:
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 Property group 'AnimNodeSequence'
This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent.
Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops.
Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it.
Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization)
If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning.
Whether any notifies in the animation sequence should be executed for this node.
Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called.
Always return a zero rotation (unit quaternion) for the root bone of this animation.
Always return root bone translation at the origin.
Current position (in seconds)
Total weight that this node must be at in the final blend for notifies to be executed. This is ignored when the node is part of a group.
Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0
Default value: 1.0
Array size: 3
[X, Y, Z] axes
Array size: 3
 Property group 'Display'
Display time line slider
 Property group 'Group'
Any node with this flag set with global weight > 0.0 will be picked over any other node as master node.
If TRUE, this node can never be a synchronization master node, always slave.
TRUE by default. This node can be synchronized with others, when part of a SynchGroup. Set to FALSE if node shouldn't be synchronized, but still part of notification group.
Default value: True
name of group this node belongs to
Relative position offset
 Internal variables
Modifiers: transient, const
Bone -> Track mapping info for this player node. Index into the LinkupCache array in the AnimSet. Found from AnimSet when you call SetAnim.
Modifiers: transient, const
Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim.
Flag that indicates if Notifies are currently being executed. Allows you to avoid doing dangerous things to this Node while this is going on.
For debugging. Small icon to show current position in animation.
Default value: Texture2D'EngineResources.AnimPlayerCarat'
For debugging. Track graphic used for showing animation position.
Default value: Texture2D'EngineResources.AnimPlayerTrack'
Modifiers: const, transient
This will actually call MoveActor to move the Actor owning this SkeletalMeshComponent. You can specify the behaviour for each axis (mesh space). Doing this for multiple skeletal meshes on the same Actor does not make much sense!
- the default behaviour, leave root translation from animation and do no affect owning Actor movement.
- discard any root bone movement, locking it to the first frame's location.
- discard root movement on animation, and forward its velocity to the owning actor.
Root Motion Rotation.
- Default, leaves root rotation in the animation. Does not affect actor.
- Discards root rotation from the animation, locks to first frame rotation of animation. Does not affect actor's rotation.
- Discard root rotation from animation, and forwards it to the actor. (to be used by it or not).
 Native functions
Finds out normalized position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.
Returns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation.
Returns the global play rate of this animation. Taking into account all Rate Scales
Get normalized position, from 0.f to 1.f.
Returns in seconds the time left until the animation is done playing. This is assuming the play rate is not going to change.
Start the current animation playing with the supplied parameters.
Change the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array.
Force the animation to a particular time. NewTime is in seconds.
Stop the current animation playing. CurrentTime will stay where it was.