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Engine.AnimNodeSequence

Extends
AnimNode
Modifiers
native ( Anim ) hidecategories ( Object )

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

Core.Object
|   
+-- Engine.AnimObject
   |   
   +-- Engine.AnimNode
      |   
      +-- Engine.AnimNodeSequence

Direct Known Subclasses:

AnimNodeSequenceBlendBase, UDKAnimNodeFramePlayer, UDKAnimNodeSequence, UDKAnimNodeSequenceByBoneRotation

Variables Summary
CameraAnimInstActiveCameraAnimInstance
intAnimLinkupIndex
AnimSequenceAnimSeq
boolbEditorOnlyAddRefPoseToAdditiveAnimation
boolbIsIssuingNotifies
floatEndTime
Array<SkelControlBase>MetaDataSkelControlList
floatPreviousTime
AnimNodeSequence
nameAnimSeqName
boolbCauseActorAnimEnd
boolbCauseActorAnimPlay
boolbDisableWarningWhenAnimNotFound
boolbForceRefposeWhenNotPlaying
boolbLooping
boolbNoNotifies
boolbPlaying
boolbZeroRootRotation
boolbZeroRootTranslation
floatCurrentTime
floatNotifyWeightThreshold
floatRate
ERootBoneAxisRootBoneOption[3]
ERootRotationOptionRootRotationOption[3]
Camera
boolbLoopCameraAnim
boolbRandomizeCameraAnimLoopStartTime
CameraAnimCameraAnim
floatCameraAnimBlendInTime
floatCameraAnimBlendOutTime
floatCameraAnimPlayRate
floatCameraAnimScale
Display
boolbShowTimeLineSlider
Group
boolbForceAlwaysSlave
boolbReverseSync
boolbSynchronize
NameSynchGroupName
floatSynchPosOffset
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
Inherited Variables from Engine.AnimObject
CategoryDesc, DrawHeight, DrawWidth, NodePosX, NodePosY, OutDrawY, SkelComponent

Enumerations Summary
ERootBoneAxis
RBA_Default, RBA_Discard, RBA_Translate,
ERootRotationOption
RRO_Default, RRO_Discard, RRO_Extract,
Inherited Enumerations from Engine.AnimNode
ESliderType

Structures Summary
Inherited Structures from Engine.AnimNode
CurveKey

Functions Summary
functionfloat FindGroupPosition (FLOAT GroupRelativePosition) con)
functionfloat FindGroupRelativePosition (FLOAT GroupRelativePosition) con)
functionfloat GetAnimPlaybackLength ()
functionfloat GetGlobalPlayRate ()
functionfloat GetGroupRelativePosition () con)
functionfloat GetNormalizedPosition () con)
functionfloat GetTimeLeft ()
function PlayAnim (bool bLoop = false, float InRate = 1.0f, float StartTime = 0.0f)
function ReplayAnim ()
function SetAnim (name Sequence)
function SetPosition (float NewTime, bool bFireNotifies)
function SetRootBoneAxisOption (ERootBoneAxis AxisX = RBA_Default, ERootBoneAxis AxisY = RBA_Default, ERootBoneAxis AxisZ = RBA_Default)
function SetRootBoneRotationOption (ERootRotationOption AxisX = RRO_Default, ERootRotationOption AxisY = RRO_Default, ERootRotationOption AxisZ = RRO_Default)
function StopAnim ()
Inherited Functions from Engine.AnimNode
FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, ReplayAnim, StopAnim


Variables Detail

ActiveCameraAnimInstance Source code

var transient CameraAnimInst ActiveCameraAnimInstance;
Ref to the CameraAnimInst that is currently playing.

AnimLinkupIndex Source code

var transient const int AnimLinkupIndex;
Bone -> Track mapping info for this player node. Index into the LinkupCache array in the AnimSet. Found from AnimSet when you call SetAnim.

AnimSeq Source code

var transient const AnimSequence AnimSeq;
Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim.

bEditorOnlyAddRefPoseToAdditiveAnimation Source code

var const bool bEditorOnlyAddRefPoseToAdditiveAnimation;
EDITOR ONLY Add Ref Pose to Additive Animation, so it can be viewed fully into the AnimSetViewer.

bIsIssuingNotifies Source code

var bool bIsIssuingNotifies;
Flag that indicates if Notifies are currently being executed. Allows you to avoid doing dangerous things to this Node while this is going on.

EndTime Source code

var const transient float EndTime;
This is the time at which to end the anim. Example: You have a 10 second anim where you just want a portion of the anim! Great for prototyping!

MetaDataSkelControlList Source code

var const transient Array<SkelControlBase> MetaDataSkelControlList;
List of SkelControl controlled by MetaData

PreviousTime Source code

var const transient float PreviousTime;

AnimNodeSequence

AnimSeqName Source code

var(AnimNodeSequence) const name AnimSeqName;
This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent.

bCauseActorAnimEnd Source code

var(AnimNodeSequence) bool bCauseActorAnimEnd;
Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops.

bCauseActorAnimPlay Source code

var(AnimNodeSequence) bool bCauseActorAnimPlay;
Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it.

bDisableWarningWhenAnimNotFound Source code

var(AnimNodeSequence) bool bDisableWarningWhenAnimNotFound;
if TRUE, don't display a warning when animation is not found.

bForceRefposeWhenNotPlaying Source code

var(AnimNodeSequence) bool bForceRefposeWhenNotPlaying;
Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization)

bLooping Source code

var(AnimNodeSequence) bool bLooping;
If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning.

bNoNotifies Source code

var(AnimNodeSequence) bool bNoNotifies;
Whether any notifies in the animation sequence should be executed for this node.

bPlaying Source code

var(AnimNodeSequence) bool bPlaying;
Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called.

bZeroRootRotation Source code

var(AnimNodeSequence) bool bZeroRootRotation;
Always return a zero rotation (unit quaternion) for the root bone of this animation.

bZeroRootTranslation Source code

var(AnimNodeSequence) bool bZeroRootTranslation;
Always return root bone translation at the origin.

CurrentTime Source code

var(AnimNodeSequence) const float CurrentTime;
Current position (in seconds)

NotifyWeightThreshold Source code

var(AnimNodeSequence) float NotifyWeightThreshold;
Total weight that this node must be at in the final blend for notifies to be executed. This is ignored when the node is part of a group.

Rate Source code

var(AnimNodeSequence) float Rate;
Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0

RootBoneOption[3] Source code

var(AnimNodeSequence) const ERootBoneAxis RootBoneOption[3];
discard root movement on animation, and forward its velocity to the owning actor.

RootRotationOption[3] Source code

var(AnimNodeSequence) const ERootRotationOption RootRotationOption[3];
Discard root rotation from animation, and forwards it to the actor. (to be used by it or not).

Camera

bLoopCameraAnim Source code

var(Camera) bool bLoopCameraAnim;
True to loop the CameraAnim, false for a one-off.

bRandomizeCameraAnimLoopStartTime Source code

var(Camera) bool bRandomizeCameraAnimLoopStartTime;
True to randomize the CameraAnims start position, so it doesn't look the same every time. Ignored if bLoopCameraAnim is false.

CameraAnim Source code

var(Camera) CameraAnim CameraAnim;
Reference to the CameraAnim to play in conjunction with this animation.

CameraAnimBlendInTime Source code

var(Camera) float CameraAnimBlendInTime;
How long to blend in the camera anim.

CameraAnimBlendOutTime Source code

var(Camera) float CameraAnimBlendOutTime;
How long to blend out the camera anim.

CameraAnimPlayRate Source code

var(Camera) float CameraAnimPlayRate;
How fast to playback the camera anim.

CameraAnimScale Source code

var(Camera) float CameraAnimScale;
"Intensity" multiplier applied to the camera anim.

Display

bShowTimeLineSlider Source code

var(Display) bool bShowTimeLineSlider;
Display time line slider

Group

bForceAlwaysSlave Source code

var(Group) bool bForceAlwaysSlave;
If TRUE, this node can never be a synchronization master node, always slave.

bReverseSync Source code

var(Group) const bool bReverseSync;
Reverse synchronization. Go in opposite direction.

bSynchronize Source code

var(Group) const bool bSynchronize;
TRUE by default. This node can be synchronized with others, when part of a SynchGroup. Set to FALSE if node shouldn't be synchronized, but still part of notification group.

SynchGroupName Source code

var(Group) const Name SynchGroupName;
name of group this node belongs to

SynchPosOffset Source code

var(Group) float SynchPosOffset;
Relative position offset.


Enumerations Detail

ERootBoneAxis Source code

enum ERootBoneAxis
{
RBA_Default, RBA_Discard, RBA_Translate,
};
This will actually call MoveActor to move the Actor owning this SkeletalMeshComponent. You can specify the behaviour for each axis (mesh space). Doing this for multiple skeletal meshes on the same Actor does not make much sense!

ERootRotationOption Source code

enum ERootRotationOption
{
RRO_Default, RRO_Discard, RRO_Extract,
};
Root Motion Rotation.


Functions Detail

FindGroupPosition Source code

native const function float FindGroupPosition ( FLOAT GroupRelativePosition) con )
Finds out position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.

FindGroupRelativePosition Source code

native const function float FindGroupRelativePosition ( FLOAT GroupRelativePosition) con )
Finds out normalized position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.

GetAnimPlaybackLength Source code

native function float GetAnimPlaybackLength ( )
Returns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation.

GetGlobalPlayRate Source code

native function float GetGlobalPlayRate ( )
Returns the global play rate of this animation. Taking into account all Rate Scales

GetGroupRelativePosition Source code

native const function float GetGroupRelativePosition ( ) con )
Get relative position of a synchronized node. Taking into account node's relative offset.

GetNormalizedPosition Source code

native const function float GetNormalizedPosition ( ) con )
Get normalized position, from 0.f to 1.f.

GetTimeLeft Source code

native function float GetTimeLeft ( )
Returns in seconds the time left until the animation is done playing. This is assuming the play rate is not going to change.

PlayAnim Source code

native function PlayAnim ( bool bLoop = false, float InRate = 1.0f, float StartTime = 0.0f )
Start the current animation playing with the supplied parameters.

ReplayAnim Source code

native function ReplayAnim ( )

SetAnim Source code

native function SetAnim ( name Sequence )
Change the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array.

SetPosition Source code

native function SetPosition ( float NewTime, bool bFireNotifies )
Force the animation to a particular time. NewTime is in seconds.

SetRootBoneAxisOption Source code

final native function SetRootBoneAxisOption ( ERootBoneAxis AxisX = RBA_Default, ERootBoneAxis AxisY = RBA_Default, ERootBoneAxis AxisZ = RBA_Default )
Set custom animation root bone options.

SetRootBoneRotationOption Source code

final native function SetRootBoneRotationOption ( ERootRotationOption AxisX = RRO_Default, ERootRotationOption AxisY = RRO_Default, ERootRotationOption AxisZ = RRO_Default )
Set custom animation root rotation options.

StopAnim Source code

native function StopAnim ( )
Stop the current animation playing. CurrentTime will stay where it was.


Defaultproperties

defaultproperties
{
	Rate=1.0
	NotifyWeightThreshold=0.0
	bSynchronize=TRUE

	RootBoneOption[0] = RBA_Default
	RootBoneOption[1] = RBA_Default
	RootBoneOption[2] = RBA_Default

	RootRotationOption[0]=RRO_Default
	RootRotationOption[1]=RRO_Default
	RootRotationOption[2]=RRO_Default

	CameraAnimPlayRate=1.f
	CameraAnimScale=1.f
	CameraAnimBlendInTime=0.2f
	CameraAnimBlendOutTime=0.2f
}

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Creation time: ti 22-3-2011 19:56:47.374 - Created with UnCodeX