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UE3:AnimNodeBlendMultiBone (UT3)
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Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendMultiBone |
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Properties[edit]
Property group 'AnimNodeBlendMultiBone'[edit]
BlendTargetList[edit]
Type: array<ChildBoneBlendInfo>
List of blend targets - one per bone to blend
Internal variables[edit]
SourceRequiredBones[edit]
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.
Default values[edit]
Property | Value | ||||||
---|---|---|---|---|---|---|---|
Children[0] |
|
||||||
Children[1] |
|
Structs[edit]
ChildBoneBlendInfo[edit]
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 |
Native functions[edit]
SetTargetStartBone[edit]
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!