Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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when this node becomes relevant, it selects an animation from its list based on the rotation of the given bone relative to the rotation of the owning actor
Property group 'UTAnimNodeSequenceByBoneRotation'
axis of that bone to check
Default value: AXIS_X
bone whose direction should be tested
list of animations to choose from
- Object.Rotator DesiredRotation
- desired rotation of the bone to play this animation
- name AnimName
- the animation to play
Get notification that this node has become relevant for the final blend. ie TotalWeight is now > 0