Gah - a solution with more questions. – EntropicLqd
UE3:AnimNode (UT3)
Object >> AnimNode |
Contents
- 1 Properties
- 1.1 Property group 'AnimNode'
- 1.2 Internal variables
- 1.2.1 bCachedHasRootMotion
- 1.2.2 bJustBecameRelevant
- 1.2.3 bRelevant
- 1.2.4 CachedBoneAtoms
- 1.2.5 CachedRootMotionDelta
- 1.2.6 DrawHeight
- 1.2.7 DrawWidth
- 1.2.8 InstanceVersionNumber
- 1.2.9 NodeCachedAtomsTag
- 1.2.10 NodePosX
- 1.2.11 NodePosY
- 1.2.12 NodeTickTag
- 1.2.13 NodeTotalWeight
- 1.2.14 OutDrawY
- 1.2.15 ParentNodes
- 1.2.16 SearchTag
- 1.2.17 SkelComponent
- 1.2.18 TotalWeightAccumulator
- 2 Enums
- 3 Structs
- 4 Functions
- Package:
- Engine
- Direct subclasses:
- AnimNodeBlendBase, AnimNodeSequence
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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.
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]
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.
CachedRootMotionDelta[edit]
Type: BoneAtom
Modifiers: transient
Cached root motion delta, to avoid recalculating (see above).
DrawHeight[edit]
Type: int
For editor use
DrawWidth[edit]
Type: int
For editor use.
InstanceVersionNumber[edit]
Type: int
Modifiers: const
Obsolete. Remove me sometime after VER_AIMOFFSET_ROT2QUAT has been long distributed.
NodeCachedAtomsTag[edit]
Type: int
Modifiers: transient, const
Used to indicate whether the BoneAtom cache for this node is up-to-date or not.
NodePosX[edit]
Type: int
For editor use.
NodePosY[edit]
Type: int
For editor use.
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.
OutDrawY[edit]
Type: int
For editor use.
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
SkelComponent[edit]
Type: SkeletalMeshComponent
Modifiers: transient
SkeletalMeshComponent that this animation blend tree is feeding.
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]
BoneAtom[edit]
Bone Atom definition
- Object.Quat Rotation
- Object.Vector Translation
- float Scale
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]
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.