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UE3:AnimNodeAimOffset (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeAimOffset
Package: 
Engine
Direct subclass:
UTAnimNodeJumpLeanOffset
This class in other games:
UT3


Properties

Property group 'AnimNodeAimOffset'

Aim

Type: Object.Vector2D

Angle of aiming, between -1..+1

AngleOffset

Type: Object.Vector2D

Angle offset applied to Aim before processing

bBakeFromAnimations

Type: bool

Bake offsets from animations.

bForceAimDir

Type: bool

If true, ignore Aim, and use the ForcedAimDir enum instead to determine which aim direction to draw.

bPassThroughWhenNotRendered

Type: bool

if TRUE, pass through (skip additive animation blending) when mesh is not rendered

CurrentProfileIndex

Type: int

Modifiers: const, editconst

Index of currently active Profile. Use the SetActiveProfileByName or SetActiveProfileByIndex function to change.

ForcedAimDir

Type: EAnimAimDir

If bForceAimDir is true, this is the direction to render the character aiming in.

Default value: ANIMAIM_CENTERCENTER

PassThroughAtOrAboveLOD

Type: int

If the LOD of this skeletal mesh is at or above this LOD, then this node will do nothing.

Default value: 1000

Profiles

Type: array<AimOffsetProfile>

Modifiers: editfixedsize

Array of different aiming 'profiles'

Property group 'Editor'

bSynchronizeNodesInEditor

Type: bool

When moving the slider, keep nodes with same property in sync.

Default value: True

Internal variables

AimCpntBoneIndex

Type: array<byte>

Modifiers: transient

Array of bone indices which have a matching AimCpnt

AimCpntIndexLUT

Type: array<byte>

Modifiers: transient

Look Up Table for AimCpnt Indices

RequiredBones

Type: array<byte>

Modifiers: transient

Internal, array of required bones. Selected bones and their parents for local to component space transformation.

TemplateNode

Type: AnimNodeAimOffset

Modifiers: transient

Pointer to AimOffset node in package (AnimTreeTemplate), to avoid duplicating profile data. Always NULL in AimOffset Editor (in ATE).

Default values

Property Value
bFixNumChildren True
bSkipTickWhenZeroWeight True
Children[0]
Member Value
Name 'Input'
Weight 1.0

Enums

EAimID

Convert Aim(X,Y) into a an enum that we use for blending into the main loop.

EAID_LeftUp 
EAID_LeftDown 
EAID_RightUp 
EAID_RightDown 
EAID_ZeroUp 
EAID_ZeroDown 
EAID_ZeroLeft 
EAID_ZeroRight 
EAID_CellLU 
EAID_CellCU 
EAID_CellRU 
EAID_CellLC 
EAID_CellCC 
EAID_CellRC 
EAID_CellLD 
EAID_CellCD 
EAID_CellRD 

EAnimAimDir

Handy enum for working with directions.

ANIMAIM_LEFTUP 
ANIMAIM_CENTERUP 
ANIMAIM_RIGHTUP 
ANIMAIM_LEFTCENTER 
ANIMAIM_CENTERCENTER 
ANIMAIM_RIGHTCENTER 
ANIMAIM_LEFTDOWN 
ANIMAIM_CENTERDOWN 
ANIMAIM_RIGHTDOWN 

Structs

AimComponent

Modifiers: native

definition of an AimComponent.

name BoneName 
Bone transformed
AimTransform LU 
Left column
AimTransform LC 
AimTransform LD 
AimTransform CU 
Center
AimTransform CC 
AimTransform CD 
AimTransform RU 
Right
AimTransform RC 
AimTransform RD 

AimOffsetProfile

Modifiers: native

name ProfileName 
Name of this aim-offset profile.
Object.Vector2D HorizontalRange 
Maximum horizontal range (min, max) for horizontal aiming.
Object.Vector2D VerticalRange 
Maximum horizontal range (min, max) for vertical aiming.
array<AimComponent> AimComponents 
Array of AimComponents.

Represents the selected bones and their transformations.

name AnimName_LU 
Names of animations to use when automatically generating offsets based animations for each direction.

Animations are not actually used in-game - just for editor.

name AnimName_LC 
name AnimName_LD 
name AnimName_CU 
name AnimName_CC 
name AnimName_CD 
name AnimName_RU 
name AnimName_RC 
name AnimName_RD 

Default values:

Property Value
HorizontalRange
Member Value
X -1.0
Y 1.0
ProfileName 'Default'
VerticalRange
Member Value
X -1.0
Y 1.0

AimTransform

Modifiers: native

9 control points range:

Left Center Right

LU CU RU Up LC CC RC Center LD CD RD Down

Object.Quat Quaternion 
Object.Vector Translation 

Native functions

SetActiveProfileByIndex

native function SetActiveProfileByIndex (int ProfileIndex)

Change the currently active profile to the one with the supplied index. If ProfileIndex is outside range, this does nothing.

SetActiveProfileByName

native function SetActiveProfileByName (name ProfileName)

Change the currently active profile to the one with the supplied name. If a profile with that name does not exist, this does nothing.