Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTAnimBlendByFall (UT3)
Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlendList >> UTAnimBlendBase >> UTAnimBlendByFall |
Contents
- Package:
- UTGame
- Direct subclass:
- UTAnimBlendByHoverJump
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTAnimBlendByFall'
bIgnoreDoubleJumps
Type: bool
If TRUE, double jump versions of the inputs will be ignored.
PreLandStartUprightTime
Type: float
Time before landing we should start becoming upright again.
PreLandTime
Type: float
Time before predicted landing to trigger pre-land animation.
ToDblJumpUprightTime
Type: float
Time to become upright when executing double jump.
Internal variables
bDidDoubleJump
Type: bool
Modifiers: transient
True if a double jump was performed and we should use the DblJump states.
bDodgeFall
Type: bool
This fall is used for dodging. When it's true, the Falling node progress through it's states in an alternate manner
CachedLeanNode
Type: UTAnimNodeJumpLeanOffset
Modifiers: const
Cached pointer to parent leaning node.
FallState
Type: EBlendFallTypes
Modifiers: const
The current state this node believes the pawn to be in
Default value: FBT_None
LastFallingVelocity
Type: float
Modifiers: const
Set internally, this variable holds the size of the velocity at the last tick
Default values
Property | Value | ||||||
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bFixNumChildren | True | ||||||
Children[0] |
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Children[1] |
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Children[2] |
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Children[3] |
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Children[4] |
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Children[5] |
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Children[6] |
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Children[7] |
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Enums
EBlendFallTypes
- FBT_Up
- jump
- FBT_Down
- FBT_PreLand
- FBT_Land
- FBT_DblJumpUp
- FBT_DblJumpDown
- FBT_DblJumpPreLand
- FBT_DblJumpLand
- FBT_None