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UE3:AnimNode (UDK)

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UDK Object >> AnimObject >> AnimNode

Contents

Package: 
Engine
Direct subclasses:
AnimNodeBlendBase, AnimNodeSequence
This class in other games:
UT3


[edit] Properties

[edit] Property group 'AnimNode'

[edit] bSkipTickWhenZeroWeight

Type: bool

Allows for optimisiation. Tick is not called on this node if

[edit] bTickDuringPausedAnims

Type: bool

If TRUE, this node will be ticked, even if bPauseAnims is TRUE on the SkelMeshComp.

[edit] NodeName

Type: name

This is the name used to find an AnimNode by name from a tree.

[edit] Internal variables

[edit] bCachedHasRootMotion

Type: int

Modifiers: transient

Cached bool indicating if node supplies root motion, to avoid recalculating (see above).

[edit] bJustBecameRelevant

Type: bool

Modifiers: transient, const

set to TRUE when this node became relevant this round of updates. Will be set to false on the next tick.

[edit] bRelevant

Type: bool

Modifiers: transient, const

This node is considered 'relevant' - that is, has >0 weight in the final blend.

[edit] CachedBoneAtoms

Type: array<Object.BoneAtom>

Modifiers: transient

If a node is linked to more than once in the graph, this is a cache of the results, to avoid re-evaluating the results.

[edit] CachedCurveKeys

Type: array<CurveKey>

Modifiers: transient

Cached curve keys to avoid recalculating (see above).

[edit] CachedNumDesiredBones

Type: byte

Modifiers: transient

Num Desired Bones used in CachedBoneAtoms. If we request something different, CachedBoneAtoms array is not going to be valid.

[edit] CachedRootMotionDelta

Type: Object.BoneAtom

Modifiers: transient

Cached root motion delta, to avoid recalculating (see above).

[edit] NodeCachedAtomsTag

Type: int

Modifiers: transient, const

Used to indicate whether the BoneAtom cache for this node is up-to-date or not.

[edit] NodeTickTag

Type: int

Modifiers: transient, const

Used to avoid ticking a node twice if it has multiple parents.

[edit] NodeTotalWeight

Type: float

Modifiers: const

Total apparent weight this node has in the final blend of all animations.

[edit] ParentNodes

Type: array<AnimNodeBlendBase>

Modifiers: transient

Parent node of this AnimNode in the blend tree.

[edit] SearchTag

Type: int

Modifiers: const, transient, protected

used when iterating over nodes via GetNodes() and related functions to skip nodes that have already been processed

[edit] TotalWeightAccumulator

Type: float

Modifiers: const, transient

internal. Accumulator to calculate NodeTotalWeight

[edit] Enums

[edit] ESliderType

Enumeration for slider types

ST_1D 
ST_2D 

[edit] Structs

[edit] BoneTransform

Empty struct for script to translate back to native *

(No member variables.)

[edit] CurveKey

Curve Key

CurveName: Morph Target name to blend

Weight: Weight of the Morph Target

name CurveName 
float Weight 

[edit] Functions

[edit] Native functions

[edit] FindAnimNode

native final function AnimNode FindAnimNode (name InNodeName)

Find an Animation Node in the Animation Tree whose NodeName matches InNodeName. Will search this node and all below it. Warning: The search is O(n^2), so for large AnimTrees, cache result.

[edit] PlayAnim

native function PlayAnim (bool bLoop, float Rate, float StartTime)


[edit] StopAnim

native function StopAnim ()


[edit] Events

[edit] OnBecomeRelevant

event OnBecomeRelevant ()

Get notification that this node has become relevant for the final blend. ie TotalWeight is now > 0

[edit] OnCeaseRelevant

event OnCeaseRelevant ()

Get notification that this node is no longer relevant for the final blend. ie TotalWeight is now == 0

[edit] OnInit

event OnInit ()