UE3:AnimNodeBlendBase (UDK)

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UDK Object >> AnimObject >> AnimNode >> AnimNodeBlendBase
Package:
Engine
Direct subclasses:
AnimNodeAimOffset, AnimNodeBlend, AnimNodeBlendDirectional, AnimNodeBlendList, AnimNodeBlendMultiBone, AnimNodeMirror, AnimNodeScalePlayRate, AnimNodeSlot, AnimNodeSynch, AnimNode_MultiBlendPerBone, AnimTree, UTAnimBlendByHoverboardTilt, UTAnimBlendByHoverboardTurn, UTAnimNodeCopyBoneTranslation
This class in other games:


Properties

Property group 'AnimNodeBlendBase'

BlendType

Type: Object.AlphaBlendType


Internal variables

bFixNumChildren

Type: bool

Whether children connectors (ie elements of the Children array) may be added/removed.

Children

Type: array<AnimBlendChild>

Modifiers: editfixedsize, editinline, export

Array of children AnimNodes. These will be blended together and the results returned by GetBoneAtoms.

Structs

AnimBlendChild

Modifiers: native

Link to a child AnimNode.

name Name
Name of link.
AnimNode Anim
Child AnimNode.
float Weight
Weight with which this child will be blended in. Sum of all weights in the Children array must be 1.0
float TotalWeight
Total weight of this connection in the final blend of all animations.
float BlendWeight
Weight used for blending. See AnimBlendType.
int bHasRootMotion
Is this children currently forwarding root motion?
Object.BoneAtom RootMotion
Extracted Root Motion
bool bMirrorSkeleton
Whether this child's skeleton should be mirrored.

Do not use this lightly, mirroring is rather expensive. So minimize the number of times mirroring is done in the tree.

bool bIsAdditive
Is Children Additive Animation.
int DrawY
For editor use.

Native functions

PlayAnim

native function PlayAnim (bool bLoop, float Rate, float StartTime)

Overrides: AnimNode.PlayAnim


ReplayAnim

native function ReplayAnim ()

Overrides: AnimNode.ReplayAnim


StopAnim

native function StopAnim ()

Overrides: AnimNode.StopAnim