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Engine.AnimNodeBlendList

Extends
AnimNodeBlendBase
Modifiers
native ( Anim ) hidecategories ( Object )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.AnimObject
   |   
   +-- Engine.AnimNode
      |   
      +-- Engine.AnimNodeBlendBase
         |   
         +-- Engine.AnimNodeBlendList

Direct Known Subclasses:

AnimNodeBlendByBase, AnimNodeBlendByPhysics, AnimNodeBlendByPosture, AnimNodeBlendByProperty, AnimNodeBlendBySpeed, AnimNodeRandom, UDKAnimBlendBase

Variables Summary
INTActiveChildIndex
floatBlendTimeToGo
floatSliderPosition
array<float>TargetWeight
AnimNodeBlendList
boolbPlayActiveChild
INTEditorActiveChildIndex
Performance
boolbForceChildFullWeightWhenBecomingRelevant
boolbSkipBlendWhenNotRendered
Inherited Variables from Engine.AnimNodeBlendBase
bFixNumChildren, BlendType, Children
Inherited Variables from Engine.AnimNode
bCachedHasRootMotion, bCallScriptEventOnBecomeRelevant, bCallScriptEventOnCeaseRelevant, bCallScriptEventOnInit, bDisableCaching, bJustBecameRelevant, bRelevant, bTickDuringPausedAnims, CachedBoneAtoms, CachedCurveKeys, CachedNumDesiredBones, CachedRootMotionDelta, LastUpdatedAnimMorphKeys, NodeCachedAtomsTag, NodeInitTag, NodeName, NodeTickTag, NodeTotalWeight, ParentNodes, SearchTag, TickArrayIndex

Enumerations Summary
Inherited Enumerations from Engine.AnimNode
ESliderType

Structures Summary
Inherited Structures from Engine.AnimNodeBlendBase
AnimBlendChild
Inherited Structures from Engine.AnimNode
CurveKey

Functions Summary
function SetActiveChild (INT ChildIndex, FLOAT BlendTime)
Inherited Functions from Engine.AnimNodeBlendBase
PlayAnim, ReplayAnim, StopAnim
Inherited Functions from Engine.AnimNode
FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, ReplayAnim, StopAnim


Variables Detail

ActiveChildIndex Source code

var INT ActiveChildIndex;
Child currently active - that is, at or ramping up to 100%.

BlendTimeToGo Source code

var float BlendTimeToGo;
How long before current blend is complete (ie. active child reaches 100%)

SliderPosition Source code

var const float SliderPosition;
slider position, for animtree editor

TargetWeight Source code

var array<float> TargetWeight;
Array of target weights for each child. Size must be the same as the Children array.

AnimNodeBlendList

bPlayActiveChild Source code

var(AnimNodeBlendList) bool bPlayActiveChild;
Call play anim when active child is changed

EditorActiveChildIndex Source code

var(AnimNodeBlendList) editoronly INT EditorActiveChildIndex;
ActiveChildIndex for use in editor only, to debug transitions

Performance

bForceChildFullWeightWhenBecomingRelevant Source code

var(Performance) bool bForceChildFullWeightWhenBecomingRelevant;
If TRUE (Default), then when the node becomes relevant, the Active Child will be forced to full weight. This is a general optimization, as multiple nodes tend to change state at the same time, this will reduce the maximum number of blends and animation decompression done at the same time. Setting it to FALSE, will let the node interpolate animation normally.

bSkipBlendWhenNotRendered Source code

var(Performance) bool bSkipBlendWhenNotRendered;
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.


Functions Detail

SetActiveChild Source code

native function SetActiveChild ( INT ChildIndex, FLOAT BlendTime )
Called after (copy/)pasted - reset values or re-link if neede


Defaultproperties

defaultproperties
{
	bSkipBlendWhenNotRendered=TRUE
	bForceChildFullWeightWhenBecomingRelevant=TRUE
	Children(0)=(Name="Child1")
	bFixNumChildren=FALSE

	CategoryDesc = "BlendBy"
}

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Creation time: ti 22-3-2011 19:56:47.314 - Created with UnCodeX