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UE3:AnimNodePlayCustomAnim (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlend >> AnimNodePlayCustomAnim
Package: 
Engine
This class in other games:
UT3

Gives code control to override an AnimTree branch, with a custom animation. . Normal branch is the normal tree branch (for example Human upper body). . Custom branch must be connected to an AnimNodeSequence. This node can then take over the upper body to play a cutom animation given various parameters.

Properties[edit]

bIsPlayingCustomAnim[edit]

Type: bool

True, when we're playing a custom animation

CustomPendingBlendOutTime[edit]

Type: float

save blend out time when playing a one shot animation.

Default values[edit]

Property Value
Children[0]
Member Value
Name 'Normal'
Children[1]
Member Value
Name 'Custom'
NodeName 'CustomAnim'

Functions[edit]

Native functions[edit]

PlayCustomAnim[edit]

final native function float PlayCustomAnim (name AnimName, float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLooping, optional bool bOverride)

Play a custom animation. Supports many features, including blending in and out.

Parameters:

  • AnimName - Name of animation to play.
  • Rate - Rate animation should be played at.
  • BlendInTime - Blend duration to play anim.
  • BlendOutTime - Time before animation ends (in seconds) to blend out. -1.f means no blend out. 0.f = instant switch, no blend. otherwise it's starting to blend out at AnimDuration - BlendOutTime seconds.
  • bLooping - Should the anim loop? (and play forever until told to stop)
  • bOverride - play same animation over again only if bOverride is set to true.

Returns:

PlayBack length of animation.

PlayCustomAnimByDuration[edit]

final native function PlayCustomAnimByDuration (name AnimName, float Duration, optional float BlendInTime, optional float BlendOutTime, optional bool bLooping, optional bool bOverride)

Play a custom animation. Auto adjusts the animation's rate to match a given duration in seconds. Supports many features, including blending in and out.

Parameters:

  • AnimName - Name of animation to play.
  • Duration - duration in seconds the animation should be played.
  • BlendInTime - Blend duration to play anim.
  • BlendOutTime - Time before animation ends (in seconds) to blend out. -1.f means no blend out. 0.f = instant switch, no blend. otherwise it's starting to blend out at AnimDuration - BlendOutTime seconds.
  • bLooping - Should the anim loop? (and play forever until told to stop)
  • bOverride - play same animation over again only if bOverride is set to true.

StopCustomAnim[edit]

final native function StopCustomAnim (float BlendOutTime)

Stop playing a custom animation. Used for blending out of a looping custom animation.

Other instance functions[edit]

GetCustomAnimNodeSeq[edit]

final function AnimNodeSequence GetCustomAnimNodeSeq ()

Returns AnimNodeSequence playing the custom animation

SetActorAnimEndNotification[edit]

final function SetActorAnimEndNotification (bool bNewStatus)

Set bCauseActorAnimEnd flag

SetCustomAnim[edit]

final function SetCustomAnim (name AnimName)

Set Custom animation.

SetRootBoneAxisOption[edit]

final function SetRootBoneAxisOption (optional AnimNodeSequence.ERootBoneAxis AxisX, optional AnimNodeSequence.ERootBoneAxis AxisY, optional AnimNodeSequence.ERootBoneAxis AxisZ)

Set custom animation root bone options.