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UE3:AnimNodeSynch (UT3)
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| Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeSynch |
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Animation Node used to synch childs. Would be typically used to synch several walk/run/crouch cycles together.
This node works by using the most relevant node in the final blend as the master node, to update all the others (slaves). This requires all cycles to be relatively synched (i.e. left foot is down on all cycles at 0.25% of the animation, regarless of its length).
[edit] Properties
[edit] Property group 'AnimNodeSynch'
[edit] Groups
Type: array<SynchGroup>
List of groups to synchronize
[edit] Default values
| Property | Value | ||||||
|---|---|---|---|---|---|---|---|
| bFixNumChildren | True | ||||||
| Children[0] |
|
[edit] Structs
[edit] SynchGroup
Modifiers: native
definition of a group of AnimNodeSequence to synchronize together
- array<AnimNodeSequence> SeqNodes
- Cached array of anim node sequence nodes to synchronize
- AnimNodeSequence MasterNode
- Last master node used, do not search for a new one, if this one has a full weight...
- name GroupName
- Name of group.
- bool bFireSlaveNotifies
- If FALSE, do not trigger slave nodes notifies.
- float RateScale
- Rate Scale
Default values:
| Property | Value |
|---|---|
| RateScale | 1.0 |
[edit] Native functions
[edit] AddNodeToGroup
Add a node to an existing group
[edit] ForceRelativePosition
Force a group at a relative position.
[edit] GetMasterNodeOfGroup
Accesses the Master Node driving a given group
[edit] GetRelativePosition
Get the relative position of a group.
[edit] RemoveNodeFromGroup
Remove a node from an existing group
[edit] SetGroupRateScale
Adjust the Rate Scale of a group
