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UE3:AnimNode (UDK)

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UDK Object >> AnimObject >> AnimNode
Package: 
Engine
Direct subclasses:
AnimNodeBlendBase, AnimNodeSequence
This class in other games:
UT3


Properties[edit]

Property group 'AnimNode'[edit]

bSkipTickWhenZeroWeight[edit]

Type: bool

Allows for optimisiation. Tick is not called on this node if

bTickDuringPausedAnims[edit]

Type: bool

If TRUE, this node will be ticked, even if bPauseAnims is TRUE on the SkelMeshComp.

NodeName[edit]

Type: name

This is the name used to find an AnimNode by name from a tree.

Property group 'Morph'[edit]

LastUpdatedAnimMorphKeys[edit]

Type: array<CurveKey>

Modifiers: editoronly, editconst, transient

Array of blended curve key for editor only *

Internal variables[edit]

bCachedHasRootMotion[edit]

Type: int

Modifiers: transient

Cached bool indicating if node supplies root motion, to avoid recalculating (see above).

bJustBecameRelevant[edit]

Type: bool

Modifiers: transient, const

set to TRUE when this node became relevant this round of updates. Will be set to false on the next tick.

bRelevant[edit]

Type: bool

Modifiers: transient, const

This node is considered 'relevant' - that is, has >0 weight in the final blend.

CachedBoneAtoms[edit]

Type: array<Object.BoneAtom>

Modifiers: transient

If a node is linked to more than once in the graph, this is a cache of the results, to avoid re-evaluating the results.

CachedCurveKeys[edit]

Type: array<CurveKey>

Modifiers: transient

Cached curve keys to avoid recalculating (see above).

CachedNumDesiredBones[edit]

Type: byte

Modifiers: transient

Num Desired Bones used in CachedBoneAtoms. If we request something different, CachedBoneAtoms array is not going to be valid.

CachedRootMotionDelta[edit]

Type: Object.BoneAtom

Modifiers: transient

Cached root motion delta, to avoid recalculating (see above).

NodeCachedAtomsTag[edit]

Type: int

Modifiers: transient, const

Used to indicate whether the BoneAtom cache for this node is up-to-date or not.

NodeTickTag[edit]

Type: int

Modifiers: transient, const

Used to avoid ticking a node twice if it has multiple parents.

NodeTotalWeight[edit]

Type: float

Modifiers: const

Total apparent weight this node has in the final blend of all animations.

ParentNodes[edit]

Type: array<AnimNodeBlendBase>

Modifiers: transient

Parent node of this AnimNode in the blend tree.

SearchTag[edit]

Type: int

Modifiers: const, transient, protected

used when iterating over nodes via GetNodes() and related functions to skip nodes that have already been processed

TotalWeightAccumulator[edit]

Type: float

Modifiers: const, transient

internal. Accumulator to calculate NodeTotalWeight

Enums[edit]

ESliderType[edit]

Enumeration for slider types

ST_1D 
ST_2D 

Structs[edit]

BoneTransform[edit]

Empty struct for script to translate back to native *

(No member variables.)

CurveKey[edit]

Curve Key

CurveName: Morph Target name to blend

Weight: Weight of the Morph Target

name CurveName 
float Weight 

Functions[edit]

Native functions[edit]

FindAnimNode[edit]

native final function AnimNode FindAnimNode (name InNodeName)

Find an Animation Node in the Animation Tree whose NodeName matches InNodeName. Will search this node and all below it. Warning: The search is O(n^2), so for large AnimTrees, cache result.

PlayAnim[edit]

native function PlayAnim (bool bLoop, float Rate, float StartTime)


ReplayAnim[edit]

native function ReplayAnim ()


StopAnim[edit]

native function StopAnim ()


Events[edit]

OnBecomeRelevant[edit]

event OnBecomeRelevant ()

Get notification that this node has become relevant for the final blend. ie TotalWeight is now > 0

OnCeaseRelevant[edit]

event OnCeaseRelevant ()

Get notification that this node is no longer relevant for the final blend. ie TotalWeight is now == 0

OnInit[edit]

event OnInit ()

Called from InitAnim. Allows initialisation of script-side properties of this node.