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UE3:AnimTree (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimTree
Package: 
Engine
This class in other games:
UT3


Properties[edit]

Property group 'AnimTree'[edit]

AnimGroups[edit]

Type: array<AnimGroup>

List of animations groups

ComposePostPassBoneNames[edit]

Type: array<name>


ComposePrePassBoneNames[edit]

Type: array<name>


PreviewAnimSetList[edit]

Type: array<PreviewAnimSetsStruct>

Modifiers: editoronly


PreviewMeshList[edit]

Type: array<PreviewSkelMeshStruct>

Modifiers: editoronly

SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor.

PreviewPlayRate[edit]

Type: float

Modifiers: editoronly

Play rate used when previewing animations

Default value: 1.0

PreviewSocketList[edit]

Type: array<PreviewSocketStruct>

Modifiers: editoronly


Internal variables[edit]

bBeingEdited[edit]

Type: bool

Modifiers: editoronly, transient

Used to avoid editing the same AnimTree in multiple AnimTreeEditors at the same time.

bUseSavedPose[edit]

Type: bool

If TRUE, AnimTree will always just return cached pose, rather than evaluating entire anim tree.

MorphConnDrawY[edit]

Type: int

Modifiers: editoronly

Y position of MorphNode input on AnimTree.

PreviewAnimSetIndex[edit]

Type: int

Modifiers: editoronly

Preview AnimSet Index in the list - used to assign/preview for AnimSequenceNode *

PreviewAnimSetListIndex[edit]

Type: int

Modifiers: editoronly


PreviewAnimSets[edit]

Type: array<AnimSet>

Modifiers: deprecated, editoronly


PreviewCamPos[edit]

Type: Object.Vector

Modifiers: editoronly

Saved position of camera used for previewing skeletal mesh in AnimTreeEditor.

PreviewCamRot[edit]

Type: Object.Rotator

Modifiers: editoronly

Saved orientation of camera used for previewing skeletal mesh in AnimTreeEditor.

PreviewFloorPos[edit]

Type: Object.Vector

Modifiers: editoronly

Saved position of floor mesh used for in AnimTreeEditor preview window.

PreviewFloorYaw[edit]

Type: int

Modifiers: editoronly

Saved yaw rotation of floor mesh used for in AnimTreeEditor preview window.

PreviewMeshIndex[edit]

Type: int

Modifiers: editoronly


PreviewMorphSets[edit]

Type: array<MorphTargetSet>

Modifiers: deprecated, editoronly


PreviewSkelMesh[edit]

Type: SkeletalMesh

Modifiers: deprecated, editoronly


PreviewSocketIndex[edit]

Type: int

Modifiers: editoronly


PrioritizedSkelBranches[edit]

Type: array<name>

Modifiers: deprecated

Skeleton Branches that should be composed first. This is to solve Controllers relying on bones to be updated before them.

RootMorphNodes[edit]

Type: array<MorphNodeBase>

Modifiers: editinline, export

Root of tree of MorphNodes.

SavedPose[edit]

Type: array<Object.BoneAtom>

Array for storing pose when bUseSavedPose is TRUE

SkelControlLists[edit]

Type: array<SkelControlListHead>

Modifiers: editinline, export

Array of lists of SkelControls. Each list is executed after the bone specified using BoneName is updated with animation data.

SocketName[edit]

Type: name

Modifiers: deprecated, editoronly


SocketSkelMesh[edit]

Type: SkeletalMesh

Modifiers: deprecated, editoronly


SocketStaticMesh[edit]

Type: StaticMesh

Modifiers: deprecated, editoronly


Default values[edit]

Property Value
bFixNumChildren True
Children[0]
Member Value
Name 'Child'
Weight 1.0

Structs[edit]

AnimGroup[edit]

Modifiers: native

Definition of a group of AnimNodeSequences

array<AnimNodeSequence> SeqNodes 
Cached array of AnimNodeSequence nodes.
AnimNodeSequence SynchMaster 
Master node for synchronization. (Highest weight of the group)
AnimNodeSequence NotifyMaster 
Master node for notifications. (Highest weight of the group)
name GroupName 
float RateScale 
Rate Scale
float SynchPctPosition 
Tracked Synch Position

Default values:

Property Value
RateScale 1.0

PreviewAnimSetsStruct[edit]

Modifiers: native

AnimSets used when previewing this AnimTree in the AnimTreeEditor.

name DisplayName 
array<AnimSet> PreviewAnimSets 

PreviewSkelMeshStruct[edit]

Modifiers: native

Structure to hold a preview mesh, and a name for quick selection from within the editor

name DisplayName 
Display name in combo box
SkeletalMesh PreviewSkelMesh 
Preview Skeletal Mesh
array<MorphTargetSet> PreviewMorphSets 
MorphTargetSets used when previewing this AnimTree in the AnimTreeEditor.

PreviewSocketStruct[edit]

Modifiers: native

previewing of socket

name DisplayName 
Preview Name for quick selection
name SocketName 
Name of socket to use
SkeletalMesh PreviewSkelMesh 
Attached preview skeletal mesh
StaticMesh PreviewStaticMesh 
Attached preview staticmesh

SkelControlListHead[edit]

Modifiers: native

name BoneName 
Name of bone that this list of SkelControls will be executed after.
SkelControlBase ControlHead 
First Control in the linked list of SkelControls to execute.
int DrawY 
For editor use.

Native functions[edit]

FindMorphNode[edit]

native final function MorphNodeBase FindMorphNode (name InNodeName)


FindSkelControl[edit]

native final function SkelControlBase FindSkelControl (name InControlName)


ForceGroupRelativePosition[edit]

native final function ForceGroupRelativePosition (name GroupName, float RelativePosition)

Force a group at a relative position.

GetGroupIndex[edit]

native final function int GetGroupIndex (name GroupName)

Returns the index in the AnimGroups list of a given GroupName. If group cannot be found, then INDEX_NONE will be returned.

GetGroupNotifyMaster[edit]

native final function AnimNodeSequence GetGroupNotifyMaster (name GroupName)

Returns the master node driving notifications for this group.

GetGroupRateScale[edit]

native final function float GetGroupRateScale (name GroupName)

Get the Rate Scale of a group

GetGroupRelativePosition[edit]

native final function float GetGroupRelativePosition (name GroupName)

Get the relative position of a group.

GetGroupSynchMaster[edit]

native final function AnimNodeSequence GetGroupSynchMaster (name GroupName)

Returns the master node driving synchronization for this group.

SetAnimGroupForNode[edit]

native final function bool SetAnimGroupForNode (AnimNodeSequence SeqNode, name GroupName, optional bool bCreateIfNotFound)

Add a node to an existing anim group

SetGroupRateScale[edit]

native final function SetGroupRateScale (name GroupName, float NewRateScale)

Adjust the Rate Scale of a group

SetUseSavedPose[edit]

native final function SetUseSavedPose (bool bUseSaved)

When passing in TRUE, will cause tree to evaluate and then save resulting pose. From then on will continue to use that saved pose instead of re-evaluating the tree This feature is turned off when the SkeletalMesh changes