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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.AnimObject | +-- Engine.AnimNode | +-- Engine.AnimNodeBlendBase | +-- Engine.AnimNodeBlend | +-- Engine.AnimNodeBlendPerBone
UDKAnimBlendBySlotActive, UDKAnimBlendByWeapon, UDKAnimBlendByWeapType
Variables Summary | |
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Array<FLOAT> | Child2PerBoneWeight |
Array<BYTE> | LocalToCompReqBones |
AnimNodeBlendPerBone | |
bool | bForceLocalSpaceBlend |
Array<Name> | BranchStartBoneName |
Inherited Variables from Engine.AnimNodeBlend |
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BlendTimeToGo, bSkipBlendWhenNotRendered, Child2Weight, Child2WeightTarget |
Inherited Variables from Engine.AnimNodeBlendBase |
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bFixNumChildren, BlendType, Children |
Structures Summary |
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Inherited Structures from Engine.AnimNodeBlendBase |
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AnimBlendChild |
Functions Summary | ||
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![]() | SetBlendTarget (float BlendTarget, float BlendTime) |
Inherited Functions from Engine.AnimNodeBlend |
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SetBlendTarget |
Inherited Functions from Engine.AnimNodeBlendBase |
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PlayAnim, ReplayAnim, StopAnim |
Variables Detail |
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per bone weight list, built from list of branches.
Required bones for local to component space conversion
If TRUE, blend will be done in local space.
List of branches to mask in from child2
Functions Detail |
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Overridden so we can keep child zero weight at 1.
Defaultproperties |
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defaultproperties { Children(0)=(Name="Source",Weight=1.0) Children(1)=(Name="Target") bFixNumChildren=TRUE CategoryDesc = "Filter" } |
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