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UE3:AnimNodeAimOffset (UDK)
Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeAimOffset |
- Package:
- Engine
- Direct subclass:
- UTAnimNodeJumpLeanOffset
- This class in other games:
- UT3
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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
Modifiers: transient
Array of bone indices which have a matching AimCpnt
AimCpntIndexLUT
Modifiers: transient
Look Up Table for AimCpnt Indices
RequiredBones
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] |
|
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 |
|
||||||
ProfileName | 'Default' | ||||||
VerticalRange |
|
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
Change the currently active profile to the one with the supplied index. If ProfileIndex is outside range, this does nothing.
SetActiveProfileByName
Change the currently active profile to the one with the supplied name. If a profile with that name does not exist, this does nothing.