I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:AnimNodeBlendByProperty (UDK)
Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendList >> AnimNodeBlendByProperty |
- Package:
- Engine
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
AnimNodeBlendByProperty.uc Looks at a specific property of the Pawn and will blend between two inputs based on its value
Properties[edit]
Property group 'AnimNodeBlendByProperty'[edit]
BlendTime[edit]
Type: float
Default value: 0.1
BlendToChild1Time[edit]
Type: float
Default value: 0.1
BlendToChild2Time[edit]
Type: float
Default value: 0.1
bUseOwnersBase[edit]
Type: bool
If Property should be looked up on the Owner's base instead of the Owner.
bUseSpecificBlendTimes[edit]
Type: bool
Use BlendToChild1Time/BlendToChild2Time instead of BlendTime?
FloatPropMax[edit]
Type: float
Default value: 1.0
FloatPropMin[edit]
Type: float
PropertyName[edit]
Type: name
Property Name to look up
Property group 'Editor'[edit]
bSynchronizeNodesInEditor[edit]
Type: bool
When moving the slider, keep nodes with same property in sync.
Default value: True
Internal variables[edit]
CachedOwner[edit]
Type: Actor
Modifiers: transient
Track Owner changes
CachedProperty[edit]
Type: Property
Modifiers: transient
Cached property object pointer. Avoids slow FindField on a per tick basis.
CachedPropertyName[edit]
Type: name
Modifiers: transient
Name of cached property. Used to detect changes and invalidating the cached property.
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
bForceChildFullWeightWhenBecomingRelevant | False | ||||
Children[1] |
|