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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

bIsPlayingCustomAnim

Type: bool

True, when we're playing a custom animation

CustomPendingBlendOutTime

Type: float

save blend out time when playing a one shot animation.

Default values

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

Functions

Native functions

PlayCustomAnim

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

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

final native function StopCustomAnim (float BlendOutTime)

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

Other instance functions

GetCustomAnimNodeSeq

final function AnimNodeSequence GetCustomAnimNodeSeq ()

Returns AnimNodeSequence playing the custom animation

SetActorAnimEndNotification

final function SetActorAnimEndNotification (bool bNewStatus)

Set bCauseActorAnimEnd flag

SetCustomAnim

final function SetCustomAnim (name AnimName)

Set Custom animation.

SetRootBoneAxisOption

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

Set custom animation root bone options.