I'm a doctor, not a mechanic
UE3:AnimNodeSequenceBlendByAim (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> AnimObject >> AnimNode >> AnimNodeSequence >> AnimNodeSequenceBlendBase >> AnimNodeSequenceBlendByAim |
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. |
Properties
Property group 'AnimNodeSequenceBlendByAim'
Aim
Type: Object.Vector2D
Angle of aiming, between -1..+1
AngleOffset
Type: Object.Vector2D
Angle offset applied to Aim before processing
AnimName_CC
Type: name
AnimName_CD
Type: name
AnimName_CU
Type: name
AnimName_LC
Type: name
AnimName_LD
Type: name
AnimName_LU
Type: name
AnimName_RC
Type: name
AnimName_RD
Type: name
AnimName_RU
Type: name
HorizontalRange
Type: Object.Vector2D
Default value:
Member | Value |
---|---|
X | -1.0 |
Y | 1.0 |
VerticalRange
Type: Object.Vector2D
Default value:
Member | Value |
---|---|
X | -1.0 |
Y | 1.0 |
Internal variables
PreviousAim
Type: Object.Vector2D
Modifiers: transient, const
Keep track if aim changed to force an update of the node
Native functions
CheckAnimsUpToDate
native final function CheckAnimsUpToDate ()
Makes sure animations are updated. If you're changing any of the AnimName_XX during game, call this function afterwards.