Gah - a solution with more questions. – EntropicLqd
UE3:UTAnimBlendByWeapon (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 07:40, 23 May 2008 by (Talk)
Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeBlend >> AnimNodeBlendPerBone >> UTAnimBlendByWeapon |
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'Animation'[edit]
BlendTime[edit]
Type: float
Blend Times
Default value: 0.15
bLooping[edit]
Type: bool
Is this weapon playing a looped anim
LoopingAnim[edit]
Type: name
If set, after the fire anim completes this anim is looped instead of looping the fire anim
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
Children[0] |
|
||||
Children[1] |
|
Functions[edit]
Events[edit]
AnimStopFire[edit]
event AnimStopFire (optional float SpecialBlendTime)
Blends out the fire animation This event is called automatically for non-looping fire animations; otherwise it must be called manually
Other instance functions[edit]
AnimFire[edit]
function AnimFire (name FireSequence, bool bAutoFire, optional float AnimRate, optional float SpecialBlendTime, optional name LoopSequence)
Call to trigger the fire sequence. It will blend to the fire animation. If bAutoFire is specified, if LoopSequence is 'None' or unspecified, FireSequence will be looped, otherwise FireSequence will be played once and LoopSequence will be looped after that