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UE3:AnimNodeSlot (UT3)

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UT3 Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeSlot

Contents

Package: 
Engine
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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

[edit] Properties

[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)

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] 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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