Gah - a solution with more questions. – EntropicLqd
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
Property group 'AnimNodeSequence'
AnimSeqName
Type: name
Modifiers: const
This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent.
bCauseActorAnimEnd
Type: bool
Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops.
bCauseActorAnimPlay
Type: bool
Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it.
bDisableWarningWhenAnimNotFound
Type: bool
if TRUE, don't display a warning when animation is not found.
bForceRefposeWhenNotPlaying
Type: bool
Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization)
bLooping
Type: bool
If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning.
bNoNotifies
Type: bool
Whether any notifies in the animation sequence should be executed for this node.
bPlaying
Type: bool
Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called.
bZeroRootRotation
Type: bool
Always return a zero rotation (unit quaternion) for the root bone of this animation.
bZeroRootTranslation
Type: bool
Always return root bone translation at the origin.
CurrentTime
Type: float
Modifiers: const
Current position (in seconds)
NotifyWeightThreshold
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
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
Type: ERootBoneAxis
Array size: 3
[X, Y, Z] axes
RootRotationOption
Type: ERootRotationOption
Array size: 3
Roll (X), Pitch (Y), Yaw (Z) axes.
Property group 'Camera'
bLoopCameraAnim
Type: bool
True to loop the CameraAnim, false for a one-off.
bRandomizeCameraAnimLoopStartTime
Type: bool
True to randomize the CameraAnims start position, so it doesn't look the same every time. Ignored if bLoopCameraAnim is false.
CameraAnim
Type: CameraAnim
Reference to the CameraAnim to play in conjunction with this animation.
CameraAnimPlayRate
Type: float
How fast to playback the camera anim.
Default value: 1.0
CameraAnimScale
Type: float
"Intensity" multiplier applied to the camera anim.
Default value: 1.0
Property group 'Display'
bShowTimeLineSlider
Type: bool
Display time line slider
Property group 'Group'
bForceAlwaysSlave
Type: bool
If TRUE, this node can never be a synchronization master node, always slave.
bReverseSync
Type: bool
Modifiers: const
Reverse synchronization. Go in opposite direction.
bSynchronize
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
Type: name
Modifiers: const
name of group this node belongs to
SynchPosOffset
Type: float
Relative position offset.
Internal variables
ActiveCameraAnimInstance
Type: CameraAnimInst
Modifiers: transient
Ref to the CameraAnimInst that is currently playing.
AnimLinkupIndex
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
Type: AnimSequence
Modifiers: transient, const
Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim.
bEditorOnlyAddRefPoseToAdditiveAnimation
Type: bool
Modifiers: const
EDITOR ONLY Add Ref Pose to Additive Animation, so it can be viewed fully into the AnimSetViewer.
bIsIssuingNotifies
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
Type: Texture2D
For debugging. Small icon to show current position in animation.
Default value: Texture2D'EditorResources.AnimPlayerCarat'
DebugTrack
Type: Texture2D
For debugging. Track graphic used for showing animation position.
Default value: Texture2D'EditorResources.AnimPlayerTrack'
PreviousTime
Type: float
Modifiers: const, transient
Enums
ERootBoneAxis
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
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
FindGroupPosition
Finds out position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.
FindGroupRelativePosition
Finds out normalized position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.
GetAnimPlaybackLength
Returns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation.
GetGlobalPlayRate
Returns the global play rate of this animation. Taking into account all Rate Scales
GetGroupRelativePosition
Get relative position of a synchronized node. Taking into account node's relative offset.
GetNormalizedPosition
Get normalized position, from 0.f to 1.f.
GetTimeLeft
Returns in seconds the time left until the animation is done playing. This is assuming the play rate is not going to change.
PlayAnim
Overrides: AnimNode.PlayAnim
Start the current animation playing with the supplied parameters.
ReplayAnim
Overrides: AnimNode.ReplayAnim
SetAnim
Change the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array.
SetPosition
Force the animation to a particular time. NewTime is in seconds.
StopAnim
Overrides: AnimNode.StopAnim
Stop the current animation playing. CurrentTime will stay where it was.