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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.AnimObject | +-- Engine.AnimNode | +-- Engine.AnimNodeBlendBase | +-- Engine.AnimNodeBlendList | +-- Engine.AnimNodeRandom
Variables Summary | |
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bool | bPickedPendingChildIndex |
INT | PendingChildIndex |
AnimNodeSequence | PlayingSeqNode |
AnimNodeRandom | |
Array<RandomAnimInfo> | RandomInfo |
Inherited Variables from Engine.AnimNodeBlendBase |
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bFixNumChildren, BlendType, Children |
Structures Summary | ||
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RandomAnimInfo Chance, LoopCountMin, LoopCountMax, BlendInTime, PlayRateRange, bStillFrame, LoopCount, LastPosition |
Inherited Structures from Engine.AnimNodeBlendBase |
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AnimBlendChild |
Functions Summary |
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Inherited Functions from Engine.AnimNodeBlendList |
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SetActiveChild |
Inherited Functions from Engine.AnimNodeBlendBase |
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PlayAnim, ReplayAnim, StopAnim |
Variables Detail |
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Pointer to AnimNodeSequence currently playing random animation.
Structures Detail |
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var(AnimNodeRandom) float BlendInTime;};
var(AnimNodeRandom) bool bStillFrame;
var(AnimNodeRandom) float Chance;
var transient float LastPosition;
var transient byte LoopCount;
var(AnimNodeRandom) Byte LoopCountMax;
var(AnimNodeRandom) Byte LoopCountMin;
var(AnimNodeRandom) Vector2D PlayRateRange;
Notification when node becomes relevant.
BlendInTime:Blend in time for this childbStillFrame:If it's a still frame, don't play animation. Just randomly pick one, and stick to it until we lose focusChance:Chance this child will be selectedLastPosition:Keep track of last positionLoopCount:Number of loops left to play for this roundLoopCountMax:Maximum number of loops to play this animationLoopCountMin:Minimum number of loops to play this animationPlayRateRange:Animation Play Rate Scale
Defaultproperties |
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defaultproperties { ActiveChildIndex=-1 PendingChildIndex=-1 CategoryDesc = "Random" } |
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