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UE3:AnimNodeBlendMultiBone (UT3)
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(Redirected from UE3:ChildBoneBlendInfo (UT3))
| Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendMultiBone |
Contents |
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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[edit] Properties
[edit] Property group 'AnimNodeBlendMultiBone'
[edit] BlendTargetList
Type: array<ChildBoneBlendInfo>
List of blend targets - one per bone to blend
[edit] Internal variables
[edit] SourceRequiredBones
Modifiers: transient
Indices of bones required from Source (at LOD 0), if Target's weight is 1.0. Bones are only in this array if their per-bone weight is <1.0 (or they have a child in the array). Indices should be strictly increasing.
[edit] Default values
| Property | Value | ||||||
|---|---|---|---|---|---|---|---|
| Children[0] |
|
||||||
| Children[1] |
|
[edit] Structs
[edit] ChildBoneBlendInfo
Modifiers: native
- array<float> TargetPerBoneWeight
- Weight scaling for each bone of the skeleton. Must be same size as RefSkeleton of SkeletalMesh. If all 0.0, no animation can ever be drawn from Child2.
- name InitTargetStartBone
- Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone.
- float InitPerBoneIncrease
- Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone.
- name OldStartBone
- Old StartBone, to monitor changes
- float OldBoneIncrease
- Old OldBoneIncrease, to monitor changes
- array<byte> TargetRequiredBones
- Indices of bones required from Target (at LOD 0), if Target's weight is >0.0.
Bones are only in this array if their per-bone weight is >0.0 (or they have a child in the array). Indices should be strictly increasing.
Default values:
| Property | Value |
|---|---|
| InitPerBoneIncrease | 1.0 |
[edit] Native functions
[edit] SetTargetStartBone
native noexport final function SetTargetStartBone (int TargetIdx, name StartBoneName, optional float PerBoneIncrease)
Updating the StartBoneName or PerBoneIncrease, will cause the TargetPerBoneWeight to be automatically re-updated, you'll loose custom values!
