I don't need to test my programs. I have an error-correcting modem.

UE3:SeqAct_PlayAgentAnimation (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_PlayAgentAnimation
Package: 
GameFramework


Properties[edit]

Property group 'SeqAct_PlayAgentAnimation'[edit]

AnimationList[edit]

Type: array<name>

List of animations to play while at this node

bBlendBetweenAnims[edit]

Type: bool

Whether should blend between animations in the list. Set True if they don't match at start/end

bFaceActionTargetFirst[edit]

Type: bool

If true, face action target before starting animation

BlendInTime[edit]

Type: float


Default value: 0.2

BlendOutTime[edit]

Type: float


Default value: 0.2

bLooping[edit]

Type: bool

If true, loop the last animation in the list forever

bUseRootMotion[edit]

Type: bool


LoopIndex[edit]

Type: int

Which animation to loop in AnimationList if bLooping == TRUE

LoopTime[edit]

Type: float

How long to loop the animation if bLooping == TRUE, -1.f == infinite

Default value: -1.0

Internal variables[edit]

ActionTarget[edit]

Type: Actor

Optional other actor that actions should point at, instead of at the actual destination location.

Default values[edit]

Property Value
bAutoActivateOutputLinks False
InputLinks[0]
Member Value
LinkDesc "Play"
InputLinks[1]
Member Value
LinkDesc "Stop"
ObjCategory "Crowd"
ObjName "Play Agent Animation"
OutputLinks[1]
Member Value
LinkDesc "Stopped"
OutputLinks[2]
Member Value
LinkDesc "Started"
VariableLinks[1]
Member Value
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Action Focus"
PropertyName 'ActionTarget'
VariableLinks[2]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Out Agent"

Functions[edit]

Static events[edit]

GetObjClassVersion[edit]

static event int GetObjClassVersion ()

Overrides: SequenceObject.GetObjClassVersion

(Description copied from SequenceObject.GetObjClassVersion)
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.

Returns:

the version number for this specific class.

Instance functions[edit]

SetCurrentAnimationActionFor[edit]

function SetCurrentAnimationActionFor (GameCrowdAgentSkeletal Agent)