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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

Property group 'AnimTree'

AnimGroups

Type: array<AnimGroup>

List of animations groups

ComposePostPassBoneNames

Type: array<name>


ComposePrePassBoneNames

Type: array<name>


PreviewAnimSetList

Type: array<PreviewAnimSetsStruct>

Modifiers: editoronly


PreviewMeshList

Type: array<PreviewSkelMeshStruct>

Modifiers: editoronly

SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor.

PreviewPlayRate

Type: float

Modifiers: editoronly

Play rate used when previewing animations

Default value: 1.0

PreviewSocketList

Type: array<PreviewSocketStruct>

Modifiers: editoronly


Internal variables

bBeingEdited

Type: bool

Modifiers: editoronly, transient

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

bUseSavedPose

Type: bool

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

MorphConnDrawY

Type: int

Modifiers: editoronly

Y position of MorphNode input on AnimTree.

PreviewAnimSetIndex

Type: int

Modifiers: editoronly

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

PreviewAnimSetListIndex

Type: int

Modifiers: editoronly


PreviewAnimSets

Type: array<AnimSet>

Modifiers: deprecated, editoronly


PreviewCamPos

Type: Object.Vector

Modifiers: editoronly

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

PreviewCamRot

Type: Object.Rotator

Modifiers: editoronly

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

PreviewFloorPos

Type: Object.Vector

Modifiers: editoronly

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

PreviewFloorYaw

Type: int

Modifiers: editoronly

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

PreviewMeshIndex

Type: int

Modifiers: editoronly


PreviewMorphSets

Type: array<MorphTargetSet>

Modifiers: deprecated, editoronly


PreviewSkelMesh

Type: SkeletalMesh

Modifiers: deprecated, editoronly


PreviewSocketIndex

Type: int

Modifiers: editoronly


PrioritizedSkelBranches

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

Type: array<MorphNodeBase>

Modifiers: editinline, export

Root of tree of MorphNodes.

SavedPose

Type: array<Object.BoneAtom>

Array for storing pose when bUseSavedPose is TRUE

SkelControlLists

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

Type: name

Modifiers: deprecated, editoronly


SocketSkelMesh

Type: SkeletalMesh

Modifiers: deprecated, editoronly


SocketStaticMesh

Type: StaticMesh

Modifiers: deprecated, editoronly


Default values

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

Structs

AnimGroup

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

Modifiers: native

AnimSets used when previewing this AnimTree in the AnimTreeEditor.

name DisplayName 
array<AnimSet> PreviewAnimSets 

PreviewSkelMeshStruct

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

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

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

FindMorphNode

native final function MorphNodeBase FindMorphNode (name InNodeName)


FindSkelControl

native final function SkelControlBase FindSkelControl (name InControlName)


ForceGroupRelativePosition

native final function ForceGroupRelativePosition (name GroupName, float RelativePosition)

Force a group at a relative position.

GetGroupIndex

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

native final function AnimNodeSequence GetGroupNotifyMaster (name GroupName)

Returns the master node driving notifications for this group.

GetGroupRateScale

native final function float GetGroupRateScale (name GroupName)

Get the Rate Scale of a group

GetGroupRelativePosition

native final function float GetGroupRelativePosition (name GroupName)

Get the relative position of a group.

GetGroupSynchMaster

native final function AnimNodeSequence GetGroupSynchMaster (name GroupName)

Returns the master node driving synchronization for this group.

SetAnimGroupForNode

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

Add a node to an existing anim group

SetGroupRateScale

native final function SetGroupRateScale (name GroupName, float NewRateScale)

Adjust the Rate Scale of a group

SetUseSavedPose

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