Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:AnimNodeAimOffset (UDK)
Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeAimOffset |
- Package:
- Engine
- Direct subclass:
- UTAnimNodeJumpLeanOffset
- This class in other games:
- UT3
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Properties[edit]
Property group 'AnimNodeAimOffset'[edit]
Aim[edit]
Type: Object.Vector2D
Angle of aiming, between -1..+1
AngleOffset[edit]
Type: Object.Vector2D
Angle offset applied to Aim before processing
bBakeFromAnimations[edit]
Type: bool
Bake offsets from animations.
bForceAimDir[edit]
Type: bool
If true, ignore Aim, and use the ForcedAimDir enum instead to determine which aim direction to draw.
bPassThroughWhenNotRendered[edit]
Type: bool
if TRUE, pass through (skip additive animation blending) when mesh is not rendered
CurrentProfileIndex[edit]
Type: int
Modifiers: const, editconst
Index of currently active Profile. Use the SetActiveProfileByName or SetActiveProfileByIndex function to change.
ForcedAimDir[edit]
Type: EAnimAimDir
If bForceAimDir is true, this is the direction to render the character aiming in.
Default value: ANIMAIM_CENTERCENTER
PassThroughAtOrAboveLOD[edit]
Type: int
If the LOD of this skeletal mesh is at or above this LOD, then this node will do nothing.
Default value: 1000
Profiles[edit]
Type: array<AimOffsetProfile>
Modifiers: editfixedsize
Array of different aiming 'profiles'
Property group 'Editor'[edit]
bSynchronizeNodesInEditor[edit]
Type: bool
When moving the slider, keep nodes with same property in sync.
Default value: True
Internal variables[edit]
AimCpntBoneIndex[edit]
Modifiers: transient
Array of bone indices which have a matching AimCpnt
AimCpntIndexLUT[edit]
Modifiers: transient
Look Up Table for AimCpnt Indices
RequiredBones[edit]
Modifiers: transient
Internal, array of required bones. Selected bones and their parents for local to component space transformation.
TemplateNode[edit]
Type: AnimNodeAimOffset
Modifiers: transient
Pointer to AimOffset node in package (AnimTreeTemplate), to avoid duplicating profile data. Always NULL in AimOffset Editor (in ATE).
Default values[edit]
Property | Value | ||||||
---|---|---|---|---|---|---|---|
bFixNumChildren | True | ||||||
bSkipTickWhenZeroWeight | True | ||||||
Children[0] |
|
Enums[edit]
EAimID[edit]
Convert Aim(X,Y) into a an enum that we use for blending into the main loop.
- EAID_LeftUp
- EAID_LeftDown
- EAID_RightUp
- EAID_RightDown
- EAID_ZeroUp
- EAID_ZeroDown
- EAID_ZeroLeft
- EAID_ZeroRight
- EAID_CellLU
- EAID_CellCU
- EAID_CellRU
- EAID_CellLC
- EAID_CellCC
- EAID_CellRC
- EAID_CellLD
- EAID_CellCD
- EAID_CellRD
EAnimAimDir[edit]
Handy enum for working with directions.
- ANIMAIM_LEFTUP
- ANIMAIM_CENTERUP
- ANIMAIM_RIGHTUP
- ANIMAIM_LEFTCENTER
- ANIMAIM_CENTERCENTER
- ANIMAIM_RIGHTCENTER
- ANIMAIM_LEFTDOWN
- ANIMAIM_CENTERDOWN
- ANIMAIM_RIGHTDOWN
Structs[edit]
AimComponent[edit]
Modifiers: native
definition of an AimComponent.
- name BoneName
- Bone transformed
- AimTransform LU
- Left column
- AimTransform LC
- AimTransform LD
- AimTransform CU
- Center
- AimTransform CC
- AimTransform CD
- AimTransform RU
- Right
- AimTransform RC
- AimTransform RD
AimOffsetProfile[edit]
Modifiers: native
- name ProfileName
- Name of this aim-offset profile.
- Object.Vector2D HorizontalRange
- Maximum horizontal range (min, max) for horizontal aiming.
- Object.Vector2D VerticalRange
- Maximum horizontal range (min, max) for vertical aiming.
- array<AimComponent> AimComponents
- Array of AimComponents.
Represents the selected bones and their transformations.
- name AnimName_LU
- Names of animations to use when automatically generating offsets based animations for each direction.
Animations are not actually used in-game - just for editor.
- name AnimName_LC
- name AnimName_LD
- name AnimName_CU
- name AnimName_CC
- name AnimName_CD
- name AnimName_RU
- name AnimName_RC
- name AnimName_RD
Default values:
Property | Value | ||||||
---|---|---|---|---|---|---|---|
HorizontalRange |
|
||||||
ProfileName | 'Default' | ||||||
VerticalRange |
|
AimTransform[edit]
Modifiers: native
9 control points range:
Left Center Right
LU CU RU Up LC CC RC Center LD CD RD Down
- Object.Quat Quaternion
- Object.Vector Translation
Native functions[edit]
SetActiveProfileByIndex[edit]
Change the currently active profile to the one with the supplied index. If ProfileIndex is outside range, this does nothing.
SetActiveProfileByName[edit]
Change the currently active profile to the one with the supplied name. If a profile with that name does not exist, this does nothing.