My program doesn't have bugs. It just develops random features.
UE3:AnimNode (UDK)
Object >> AnimObject >> AnimNode |
Contents
- 1 Properties
- 1.1 Property group 'AnimNode'
- 1.2 Property group 'Morph'
- 1.3 Internal variables
- 1.3.1 bCachedHasRootMotion
- 1.3.2 bJustBecameRelevant
- 1.3.3 bRelevant
- 1.3.4 CachedBoneAtoms
- 1.3.5 CachedCurveKeys
- 1.3.6 CachedNumDesiredBones
- 1.3.7 CachedRootMotionDelta
- 1.3.8 NodeCachedAtomsTag
- 1.3.9 NodeTickTag
- 1.3.10 NodeTotalWeight
- 1.3.11 ParentNodes
- 1.3.12 SearchTag
- 1.3.13 TotalWeightAccumulator
- 2 Enums
- 3 Structs
- 4 Functions
- Package:
- Engine
- Direct subclasses:
- AnimNodeBlendBase, AnimNodeSequence
- This class in other games:
- UT3
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[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]
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]
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
Functions[edit]
Native functions[edit]
FindAnimNode[edit]
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]
ReplayAnim[edit]
StopAnim[edit]
Events[edit]
OnBecomeRelevant[edit]
Get notification that this node has become relevant for the final blend. ie TotalWeight is now > 0
OnCeaseRelevant[edit]
Get notification that this node is no longer relevant for the final blend. ie TotalWeight is now == 0
OnInit[edit]
Called from InitAnim. Allows initialisation of script-side properties of this node.