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UE3:AnimNodeSequence (UDK)
Object >> AnimObject >> AnimNode >> AnimNodeSequence |
Contents
- 1 Properties
- 1.1 Property group 'AnimNodeSequence'
- 1.1.1 AnimSeqName
- 1.1.2 bCauseActorAnimEnd
- 1.1.3 bCauseActorAnimPlay
- 1.1.4 bDisableWarningWhenAnimNotFound
- 1.1.5 bForceRefposeWhenNotPlaying
- 1.1.6 bLooping
- 1.1.7 bNoNotifies
- 1.1.8 bPlaying
- 1.1.9 bZeroRootRotation
- 1.1.10 bZeroRootTranslation
- 1.1.11 CurrentTime
- 1.1.12 NotifyWeightThreshold
- 1.1.13 Rate
- 1.1.14 RootBoneOption
- 1.1.15 RootRotationOption
- 1.2 Property group 'Camera'
- 1.3 Property group 'Display'
- 1.4 Property group 'Group'
- 1.5 Internal variables
- 1.1 Property group 'AnimNodeSequence'
- 2 Enums
- 3 Native functions
- Package:
- Engine
- Direct subclasses:
- AnimNodeSequenceBlendBase, UTAnimNodeFramePlayer, UTAnimNodeSequence, UTAnimNodeSequenceByBoneRotation
- This class in other games:
- UT3
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Properties[edit]
Property group 'AnimNodeSequence'[edit]
AnimSeqName[edit]
Type: name
Modifiers: const
This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent.
bCauseActorAnimEnd[edit]
Type: bool
Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops.
bCauseActorAnimPlay[edit]
Type: bool
Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it.
bDisableWarningWhenAnimNotFound[edit]
Type: bool
if TRUE, don't display a warning when animation is not found.
bForceRefposeWhenNotPlaying[edit]
Type: bool
Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization)
bLooping[edit]
Type: bool
If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning.
bNoNotifies[edit]
Type: bool
Whether any notifies in the animation sequence should be executed for this node.
bPlaying[edit]
Type: bool
Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called.
bZeroRootRotation[edit]
Type: bool
Always return a zero rotation (unit quaternion) for the root bone of this animation.
bZeroRootTranslation[edit]
Type: bool
Always return root bone translation at the origin.
CurrentTime[edit]
Type: float
Modifiers: const
Current position (in seconds)
NotifyWeightThreshold[edit]
Type: float
Total weight that this node must be at in the final blend for notifies to be executed. This is ignored when the node is part of a group.
Rate[edit]
Type: float
Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0
Default value: 1.0
RootBoneOption[edit]
Type: ERootBoneAxis
Array size: 3
[X, Y, Z] axes
RootRotationOption[edit]
Type: ERootRotationOption
Array size: 3
Roll (X), Pitch (Y), Yaw (Z) axes.
Property group 'Camera'[edit]
bLoopCameraAnim[edit]
Type: bool
True to loop the CameraAnim, false for a one-off.
bRandomizeCameraAnimLoopStartTime[edit]
Type: bool
True to randomize the CameraAnims start position, so it doesn't look the same every time. Ignored if bLoopCameraAnim is false.
CameraAnim[edit]
Type: CameraAnim
Reference to the CameraAnim to play in conjunction with this animation.
CameraAnimPlayRate[edit]
Type: float
How fast to playback the camera anim.
Default value: 1.0
CameraAnimScale[edit]
Type: float
"Intensity" multiplier applied to the camera anim.
Default value: 1.0
Property group 'Display'[edit]
bShowTimeLineSlider[edit]
Type: bool
Display time line slider
Property group 'Group'[edit]
bForceAlwaysSlave[edit]
Type: bool
If TRUE, this node can never be a synchronization master node, always slave.
bReverseSync[edit]
Type: bool
Modifiers: const
Reverse synchronization. Go in opposite direction.
bSynchronize[edit]
Type: bool
Modifiers: const
TRUE by default. This node can be synchronized with others, when part of a SynchGroup. Set to FALSE if node shouldn't be synchronized, but still part of notification group.
Default value: True
SynchGroupName[edit]
Type: name
Modifiers: const
name of group this node belongs to
SynchPosOffset[edit]
Type: float
Relative position offset.
Internal variables[edit]
ActiveCameraAnimInstance[edit]
Type: CameraAnimInst
Modifiers: transient
Ref to the CameraAnimInst that is currently playing.
AnimLinkupIndex[edit]
Type: int
Modifiers: transient, const
Bone -> Track mapping info for this player node. Index into the LinkupCache array in the AnimSet. Found from AnimSet when you call SetAnim.
AnimSeq[edit]
Type: AnimSequence
Modifiers: transient, const
Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim.
bEditorOnlyAddRefPoseToAdditiveAnimation[edit]
Type: bool
Modifiers: const
EDITOR ONLY Add Ref Pose to Additive Animation, so it can be viewed fully into the AnimSetViewer.
bIsIssuingNotifies[edit]
Type: bool
Flag that indicates if Notifies are currently being executed. Allows you to avoid doing dangerous things to this Node while this is going on.
DebugCarat[edit]
Type: Texture2D
For debugging. Small icon to show current position in animation.
Default value: Texture2D'EditorResources.AnimPlayerCarat'
DebugTrack[edit]
Type: Texture2D
For debugging. Track graphic used for showing animation position.
Default value: Texture2D'EditorResources.AnimPlayerTrack'
PreviousTime[edit]
Type: float
Modifiers: const, transient
Enums[edit]
ERootBoneAxis[edit]
This will actually call MoveActor to move the Actor owning this SkeletalMeshComponent. You can specify the behaviour for each axis (mesh space). Doing this for multiple skeletal meshes on the same Actor does not make much sense!
- RBA_Default
- the default behaviour, leave root translation from animation and do no affect owning Actor movement.
- RBA_Discard
- discard any root bone movement, locking it to the first frame's location.
- RBA_Translate
- discard root movement on animation, and forward its velocity to the owning actor.
ERootRotationOption[edit]
Root Motion Rotation.
- RRO_Default
- Default, leaves root rotation in the animation. Does not affect actor.
- RRO_Discard
- Discards root rotation from the animation, locks to first frame rotation of animation. Does not affect actor's rotation.
- RRO_Extract
- Discard root rotation from animation, and forwards it to the actor. (to be used by it or not).
Native functions[edit]
FindGroupPosition[edit]
Finds out position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.
FindGroupRelativePosition[edit]
Finds out normalized position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.
GetAnimPlaybackLength[edit]
Returns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation.
GetGlobalPlayRate[edit]
Returns the global play rate of this animation. Taking into account all Rate Scales
GetGroupRelativePosition[edit]
Get relative position of a synchronized node. Taking into account node's relative offset.
GetNormalizedPosition[edit]
Get normalized position, from 0.f to 1.f.
GetTimeLeft[edit]
Returns in seconds the time left until the animation is done playing. This is assuming the play rate is not going to change.
PlayAnim[edit]
Overrides: AnimNode.PlayAnim
Start the current animation playing with the supplied parameters.
ReplayAnim[edit]
Overrides: AnimNode.ReplayAnim
SetAnim[edit]
Change the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array.
SetPosition[edit]
Force the animation to a particular time. NewTime is in seconds.
StopAnim[edit]
Overrides: AnimNode.StopAnim
Stop the current animation playing. CurrentTime will stay where it was.