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UE3:AnimTree (UDK)
Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimTree |
Contents
- 1 Properties
- 1.1 Property group 'AnimTree'
- 1.2 Internal variables
- 1.2.1 bBeingEdited
- 1.2.2 bUseSavedPose
- 1.2.3 MorphConnDrawY
- 1.2.4 PreviewAnimSetIndex
- 1.2.5 PreviewAnimSetListIndex
- 1.2.6 PreviewAnimSets
- 1.2.7 PreviewCamPos
- 1.2.8 PreviewCamRot
- 1.2.9 PreviewFloorPos
- 1.2.10 PreviewFloorYaw
- 1.2.11 PreviewMeshIndex
- 1.2.12 PreviewMorphSets
- 1.2.13 PreviewSkelMesh
- 1.2.14 PreviewSocketIndex
- 1.2.15 PrioritizedSkelBranches
- 1.2.16 RootMorphNodes
- 1.2.17 SavedPose
- 1.2.18 SkelControlLists
- 1.2.19 SocketName
- 1.2.20 SocketSkelMesh
- 1.2.21 SocketStaticMesh
- 1.3 Default values
- 2 Structs
- 3 Native functions
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Properties[edit]
Property group 'AnimTree'[edit]
AnimGroups[edit]
List of animations groups
ComposePostPassBoneNames[edit]
ComposePrePassBoneNames[edit]
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]
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]
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] |
|
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.
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]
FindSkelControl[edit]
ForceGroupRelativePosition[edit]
Force a group at a relative position.
GetGroupIndex[edit]
Returns the index in the AnimGroups list of a given GroupName. If group cannot be found, then INDEX_NONE will be returned.
GetGroupNotifyMaster[edit]
Returns the master node driving notifications for this group.
GetGroupRateScale[edit]
Get the Rate Scale of a group
GetGroupRelativePosition[edit]
Get the relative position of a group.
GetGroupSynchMaster[edit]
Returns the master node driving synchronization for this group.
SetAnimGroupForNode[edit]
Add a node to an existing anim group
SetGroupRateScale[edit]
Adjust the Rate Scale of a group
SetUseSavedPose[edit]
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