UE3:AnimNodeSlot (UDK)
Object >> AnimObject >> AnimNode >> AnimNodeBlendBase >> AnimNodeSlot |
- Package:
- Engine
- This class in other games:
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Slot for Matinee controlled Animation Trees. Each slot will be able to blend a defined number of channels (AnimNodeSequence connections).
Properties
Property group 'AnimNodeSlot'
bAdditiveAnimationsOverrideSource
Type: bool
If TRUE, Additive Animations override the source input.
If FALSE, Additive Animations are added to source input. (DEFAULT)
bEarlyAnimEndNotify
Type: bool
If TRUE (default), then forward the AnimEnd notification when we start blending out the animation. This usually improves transitions and blends, as we can start playing new animations as soon as this one starts blending out, as opposed to waiting until it is fully blended out. Setting this to FALSE, will trigger the standard behavior of triggering AnimEnd notifies when the animation is really done playing.
Default value: True
bSkipBlendWhenNotRendered
Type: bool
if TRUE, do not blend when the Skeletal Mesh is not visible. Optimization to save on blending time when meshes are not rendered. Instant switch instead.
Default value: True
Internal variables
bIsPlayingCustomAnim
Type: bool
Modifiers: const
True, when we're playing a custom animation
BlendTimeToGo
Type: float
Modifiers: const
How long before current blend is complete (ie. target child reaches 100%)
CustomChildIndex
Type: int
Modifiers: const
Child index playing a custom animation
PendingBlendOutTime
Type: float
Modifiers: const
save blend out time when playing a one shot animation.
SynchNode
Type: AnimNodeSynch
Modifiers: const, transient
SynchNode, used for multiple node synchronization
TargetChildIndex
Type: int
Modifiers: const
Child currently active, being blended to
TargetWeight
Array of target weights for each child. Size must be the same as the Children array.
Default value: 1.0
Default values
Property | Value | ||||||
---|---|---|---|---|---|---|---|
Children[0] |
| ||||||
Children[1] |
| ||||||
NodeName | 'SlotName' |
Native functions
AddToSynchGroup
Synchronize this animation with others.
Parameters:
- GroupName - Add node to synchronization group named group name.
GetCustomAnimNodeSeq
Returns AnimNodeSequence currently selected for playing animations. Note that calling PlayCustomAnim *may* change which node plays the animation. (Depending on the blend in time, and how many nodes are available, to provide smooth transitions.
GetPlayedAnimation
Returns the Name of the currently played animation or otherwise.
PlayCustomAnim
Play a custom animation. Supports many features, including blending in and out.
Parameters:
- AnimName - Name of animation to play.
- Rate - Rate animation should be played at.
- BlendInTime - Blend duration to play anim.
- BlendOutTime - Time before animation ends (in seconds) to blend out. -1.f means no blend out. 0.f = instant switch, no blend. otherwise it's starting to blend out at AnimDuration - BlendOutTime seconds.
- bLooping - Should the anim loop? (and play forever until told to stop)
- bOverride - play same animation over again only if bOverride is set to true.
Returns:
- PlayBack length of animation.
PlayCustomAnimByDuration
Play a custom animation. Supports many features, including blending in and out.
Parameters:
- AnimName - Name of animation to play.
- Duration - duration in seconds the animation should be played.
- BlendInTime - Blend duration to play anim.
- BlendOutTime - Time before animation ends (in seconds) to blend out. -1.f means no blend out. 0.f = instant switch, no blend. otherwise it's starting to blend out at AnimDuration - BlendOutTime seconds.
- bLooping - Should the anim loop? (and play forever until told to stop)
- bOverride - play same animation over again only if bOverride is set to true.
SetActorAnimEndNotification
Set bCauseActorAnimEnd flag
SetCustomAnim
Switch currently played animation to another one.
SetRootBoneAxisOption
Set custom animation root bone options.
SetRootBoneRotationOption
Set custom animation root rotation options.
StopCustomAnim
Stop playing a custom animation. Used for blending out of a looping custom animation.