Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTAnimBlendByFall (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendList >> UTAnimBlendBase >> UTAnimBlendByFall |
Contents |
- Package:
- UTGame
- Direct subclass:
- UTAnimBlendByHoverJump
- This class in other games:
- UDK
| 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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'UTAnimBlendByFall'
[edit] bIgnoreDoubleJumps
Type: bool
If TRUE, double jump versions of the inputs will be ignored.
[edit] PreLandStartUprightTime
Type: float
Time before landing we should start becoming upright again.
[edit] PreLandTime
Type: float
Time before predicted landing to trigger pre-land animation.
[edit] ToDblJumpUprightTime
Type: float
Time to become upright when executing double jump.
[edit] Internal variables
[edit] bDidDoubleJump
Type: bool
Modifiers: transient
True if a double jump was performed and we should use the DblJump states.
[edit] bDodgeFall
Type: bool
This fall is used for dodging. When it's true, the Falling node progress through it's states in an alternate manner
[edit] CachedLeanNode
Type: UTAnimNodeJumpLeanOffset
Modifiers: const
Cached pointer to parent leaning node.
[edit] FallState
Type: EBlendFallTypes
Modifiers: const
The current state this node believes the pawn to be in
Default value: FBT_None
[edit] LastFallingVelocity
Type: float
Modifiers: const
Set internally, this variable holds the size of the velocity at the last tick
[edit] Default values
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| bFixNumChildren | True | ||||||
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[edit] Enums
[edit] EBlendFallTypes
- FBT_Up
- jump
- FBT_Down
- FBT_PreLand
- FBT_Land
- FBT_DblJumpUp
- FBT_DblJumpDown
- FBT_DblJumpPreLand
- FBT_DblJumpLand
- FBT_None
