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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.AnimObject | +-- Engine.AnimNode | +-- Engine.AnimNodeSequence
AnimNodeSequenceBlendBase, UDKAnimNodeFramePlayer, UDKAnimNodeSequence, UDKAnimNodeSequenceByBoneRotation
Variables Summary | |
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CameraAnimInst | ActiveCameraAnimInstance |
int | AnimLinkupIndex |
AnimSequence | AnimSeq |
bool | bEditorOnlyAddRefPoseToAdditiveAnimation |
bool | bIsIssuingNotifies |
float | EndTime |
Array<SkelControlBase> | MetaDataSkelControlList |
float | PreviousTime |
AnimNodeSequence | |
name | AnimSeqName |
bool | bCauseActorAnimEnd |
bool | bCauseActorAnimPlay |
bool | bDisableWarningWhenAnimNotFound |
bool | bForceRefposeWhenNotPlaying |
bool | bLooping |
bool | bNoNotifies |
bool | bPlaying |
bool | bZeroRootRotation |
bool | bZeroRootTranslation |
float | CurrentTime |
float | NotifyWeightThreshold |
float | Rate |
ERootBoneAxis | RootBoneOption[3] |
ERootRotationOption | RootRotationOption[3] |
Camera | |
bool | bLoopCameraAnim |
bool | bRandomizeCameraAnimLoopStartTime |
CameraAnim | CameraAnim |
float | CameraAnimBlendInTime |
float | CameraAnimBlendOutTime |
float | CameraAnimPlayRate |
float | CameraAnimScale |
Display | |
bool | bShowTimeLineSlider |
Group | |
bool | bForceAlwaysSlave |
bool | bReverseSync |
bool | bSynchronize |
Name | SynchGroupName |
float | SynchPosOffset |
Inherited Variables from Engine.AnimObject |
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CategoryDesc, DrawHeight, DrawWidth, NodePosX, NodePosY, OutDrawY, SkelComponent |
Enumerations Summary | ||
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ERootBoneAxis RBA_Default, RBA_Discard, RBA_Translate, | ||
ERootRotationOption RRO_Default, RRO_Discard, RRO_Extract, |
Inherited Enumerations from Engine.AnimNode |
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ESliderType |
Structures Summary |
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Inherited Structures from Engine.AnimNode |
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CurveKey |
Functions Summary | ||
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![]() | float | FindGroupPosition (FLOAT GroupRelativePosition) con) |
![]() | float | FindGroupRelativePosition (FLOAT GroupRelativePosition) con) |
![]() | float | GetAnimPlaybackLength () |
![]() | float | GetGlobalPlayRate () |
![]() | float | GetGroupRelativePosition () con) |
![]() | float | GetNormalizedPosition () con) |
![]() | float | GetTimeLeft () |
![]() | PlayAnim (bool bLoop = false, float InRate = 1.0f, float StartTime = 0.0f) | |
![]() | ReplayAnim () | |
![]() | SetAnim (name Sequence) | |
![]() | SetPosition (float NewTime, bool bFireNotifies) | |
![]() | SetRootBoneAxisOption (ERootBoneAxis AxisX = RBA_Default, ERootBoneAxis AxisY = RBA_Default, ERootBoneAxis AxisZ = RBA_Default) | |
![]() | SetRootBoneRotationOption (ERootRotationOption AxisX = RRO_Default, ERootRotationOption AxisY = RRO_Default, ERootRotationOption AxisZ = RRO_Default) | |
![]() | StopAnim () |
Inherited Functions from Engine.AnimNode |
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FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, ReplayAnim, StopAnim |
Variables Detail |
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Ref to the CameraAnimInst that is currently playing.
Bone -> Track mapping info for this player node. Index into the LinkupCache array in the AnimSet. Found from AnimSet when you call SetAnim.
Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim.
EDITOR ONLY Add Ref Pose to Additive Animation, so it can be viewed fully into the AnimSetViewer.
Flag that indicates if Notifies are currently being executed. Allows you to avoid doing dangerous things to this Node while this is going on.
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!
List of SkelControl controlled by MetaData
This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent.
Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops.
Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it.
if TRUE, don't display a warning when animation is not found.
Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization)
If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning.
Whether any notifies in the animation sequence should be executed for this node.
Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called.
Always return a zero rotation (unit quaternion) for the root bone of this animation.
Always return root bone translation at the origin.
Current position (in seconds)
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.
Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0
discard root movement on animation, and forward its velocity to the owning actor.
Discard root rotation from animation, and forwards it to the actor. (to be used by it or not).
True to loop the CameraAnim, false for a one-off.
True to randomize the CameraAnims start position, so it doesn't look the same every time. Ignored if bLoopCameraAnim is false.
Reference to the CameraAnim to play in conjunction with this animation.
How long to blend in the camera anim.
How long to blend out the camera anim.
How fast to playback the camera anim.
"Intensity" multiplier applied to the camera anim.
Display time line slider
If TRUE, this node can never be a synchronization master node, always slave.
Reverse synchronization. Go in opposite direction.
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.
name of group this node belongs to
Relative position offset.
Enumerations Detail |
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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!
Root Motion Rotation.
Functions Detail |
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Finds out position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.
Finds out normalized position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.
Returns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation.
Returns the global play rate of this animation. Taking into account all Rate Scales
Get relative position of a synchronized node. Taking into account node's relative offset.
Get normalized position, from 0.f to 1.f.
Returns in seconds the time left until the animation is done playing. This is assuming the play rate is not going to change.
Start the current animation playing with the supplied parameters.
Change the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array.
Force the animation to a particular time. NewTime is in seconds.
Set custom animation root bone options.
Set custom animation root rotation options.
Stop the current animation playing. CurrentTime will stay where it was.
Defaultproperties |
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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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