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UE3:AnimNodeSlot (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeSlot

Contents

Package: 
Engine
This class in other games:
UT3

Slot for Matinee controlled Animation Trees. Each slot will be able to blend a defined number of channels (AnimNodeSequence connections).

[edit] Properties

[edit] Property group 'AnimNodeSlot'

[edit] bAdditiveAnimationsOverrideSource

Type: bool

If TRUE, Additive Animations override the source input.

If FALSE, Additive Animations are added to source input. (DEFAULT)

[edit] bEarlyAnimEndNotify

Type: bool

If TRUE (default), then forward the AnimEnd notification when we start blending out the animation. This usually improves transitions and blends, as we can start playing new animations as soon as this one starts blending out, as opposed to waiting until it is fully blended out. Setting this to FALSE, will trigger the standard behavior of triggering AnimEnd notifies when the animation is really done playing.

Default value: True

[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] bIsPlayingCustomAnim

Type: bool

Modifiers: const

True, when we're playing a custom animation

[edit] BlendTimeToGo

Type: float

Modifiers: const

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

[edit] CustomChildIndex

Type: int

Modifiers: const

Child index playing a custom animation

[edit] PendingBlendOutTime

Type: float

Modifiers: const

save blend out time when playing a one shot animation.

[edit] SynchNode

Type: AnimNodeSynch

Modifiers: const, transient

SynchNode, used for multiple node synchronization

[edit] TargetChildIndex

Type: int

Modifiers: const

Child currently active, being blended to

[edit] TargetWeight

Type: array<float>

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

Default value: 1.0

[edit] Default values

Property Value
Children[0]
Member Value
Name 'Source'
Weight 1.0
Children[1]
Member Value
Name 'Channel 01'
NodeName 'SlotName'

[edit] Native functions

[edit] AddToSynchGroup

final native function AddToSynchGroup (name GroupName)

Synchronize this animation with others.

Parameters:

  • GroupName - Add node to synchronization group named group name.

[edit] GetCustomAnimNodeSeq

final native function AnimNodeSequence GetCustomAnimNodeSeq ()

Returns AnimNodeSequence currently selected for playing animations. Note that calling PlayCustomAnim *may* change which node plays the animation. (Depending on the blend in time, and how many nodes are available, to provide smooth transitions.

[edit] GetPlayedAnimation

final native function name GetPlayedAnimation ()

Returns the Name of the currently played animation or otherwise.

[edit] PlayCustomAnim

final native function float PlayCustomAnim (name AnimName, float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLooping, optional bool bOverride, optional float StartTime)

Play a custom animation. Supports many features, including blending in and out.

Parameters:

  • AnimName - Name of animation to play.
  • Rate - Rate animation should be played at.
  • BlendInTime - Blend duration to play anim.
  • BlendOutTime - Time before animation ends (in seconds) to blend out. -1.f means no blend out. 0.f = instant switch, no blend. otherwise it's starting to blend out at AnimDuration - BlendOutTime seconds.
  • bLooping - Should the anim loop? (and play forever until told to stop)
  • bOverride - play same animation over again only if bOverride is set to true.

Returns:

PlayBack length of animation.

[edit] PlayCustomAnimByDuration

final native function PlayCustomAnimByDuration (name AnimName, float Duration, optional float BlendInTime, optional float BlendOutTime, optional bool bLooping, optional bool bOverride)

Play a custom animation. Supports many features, including blending in and out.

Parameters:

  • AnimName - Name of animation to play.
  • Duration - duration in seconds the animation should be played.
  • BlendInTime - Blend duration to play anim.
  • BlendOutTime - Time before animation ends (in seconds) to blend out. -1.f means no blend out. 0.f = instant switch, no blend. otherwise it's starting to blend out at AnimDuration - BlendOutTime seconds.
  • bLooping - Should the anim loop? (and play forever until told to stop)
  • bOverride - play same animation over again only if bOverride is set to true.

[edit] SetActorAnimEndNotification

final native function SetActorAnimEndNotification (bool bNewStatus)

Set bCauseActorAnimEnd flag

[edit] SetCustomAnim

final native function SetCustomAnim (name AnimName)

Switch currently played animation to another one.

[edit] SetRootBoneAxisOption

final native function SetRootBoneAxisOption (optional AnimNodeSequence.ERootBoneAxis AxisX, optional AnimNodeSequence.ERootBoneAxis AxisY, optional AnimNodeSequence.ERootBoneAxis AxisZ)

Set custom animation root bone options.

[edit] SetRootBoneRotationOption

final native function SetRootBoneRotationOption (optional AnimNodeSequence.ERootRotationOption AxisX, optional AnimNodeSequence.ERootRotationOption AxisY, optional AnimNodeSequence.ERootRotationOption AxisZ)

Set custom animation root rotation options.

[edit] StopCustomAnim

final native function StopCustomAnim (float BlendOutTime)

Stop playing a custom animation. Used for blending out of a looping custom animation.

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