Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:AnimNodeSequenceBlendByAim (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> AnimObject >> AnimNode >> AnimNodeSequence >> AnimNodeSequenceBlendBase >> AnimNodeSequenceBlendByAim
Package: 
Engine
This class in other games:
UT3


Properties[edit]

Property group 'AnimNodeSequenceBlendByAim'[edit]

Aim[edit]

Type: Object.Vector2D

Angle of aiming, between -1..+1

AngleOffset[edit]

Type: Object.Vector2D

Angle offset applied to Aim before processing

AnimName_CC[edit]

Type: name


AnimName_CD[edit]

Type: name


AnimName_CU[edit]

Type: name


AnimName_LC[edit]

Type: name


AnimName_LD[edit]

Type: name


AnimName_LU[edit]

Type: name


AnimName_RC[edit]

Type: name


AnimName_RD[edit]

Type: name


AnimName_RU[edit]

Type: name


HorizontalRange[edit]

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y 1.0

VerticalRange[edit]

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y 1.0

Internal variables[edit]

PreviousAim[edit]

Type: Object.Vector2D

Modifiers: transient, const

Keep track if aim changed to force an update of the node

Native functions[edit]

CheckAnimsUpToDate[edit]

native final function CheckAnimsUpToDate ()

Makes sure animations are updated. If you're changing any of the AnimName_XX during game, call this function afterwards.