I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE3:AnimNodeSynch (UT3)
Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeSynch |
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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Animation Node used to synch childs. Would be typically used to synch several walk/run/crouch cycles together.
This node works by using the most relevant node in the final blend as the master node, to update all the others (slaves). This requires all cycles to be relatively synched (i.e. left foot is down on all cycles at 0.25% of the animation, regarless of its length).
Properties[edit]
Property group 'AnimNodeSynch'[edit]
Groups[edit]
Type: array<SynchGroup>
List of groups to synchronize
Default values[edit]
Property | Value | ||||||
---|---|---|---|---|---|---|---|
bFixNumChildren | True | ||||||
Children[0] |
|
Structs[edit]
SynchGroup[edit]
Modifiers: native
definition of a group of AnimNodeSequence to synchronize together
- array<AnimNodeSequence> SeqNodes
- Cached array of anim node sequence nodes to synchronize
- AnimNodeSequence MasterNode
- Last master node used, do not search for a new one, if this one has a full weight...
- name GroupName
- Name of group.
- bool bFireSlaveNotifies
- If FALSE, do not trigger slave nodes notifies.
- float RateScale
- Rate Scale
Default values:
Property | Value |
---|---|
RateScale | 1.0 |
Native functions[edit]
AddNodeToGroup[edit]
Add a node to an existing group
ForceRelativePosition[edit]
Force a group at a relative position.
GetMasterNodeOfGroup[edit]
Accesses the Master Node driving a given group
GetRelativePosition[edit]
Get the relative position of a group.
RemoveNodeFromGroup[edit]
Remove a node from an existing group
SetGroupRateScale[edit]
Adjust the Rate Scale of a group