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Engine.AnimTree

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.AnimTree

Variables Summary
Array<AnimNode>AnimTickArray
boolbBeingEdited
BOOLbParentNodeArrayBuilt
boolbRebuildAnimTickArray
boolbUseSavedPose
intMorphConnDrawY
INTPreviewAnimSetIndex
INTPreviewAnimSetListIndex
array<AnimSet>PreviewAnimSets
vectorPreviewCamPos
rotatorPreviewCamRot
vectorPreviewFloorPos
intPreviewFloorYaw
INTPreviewMeshIndex
array<MorphTargetSet>PreviewMorphSets
SkeletalMeshPreviewSkelMesh
INTPreviewSocketIndex
Array<Name>PrioritizedSkelBranches
array<MorphNodeBase>RootMorphNodes
array<BoneAtom>SavedPose
array<SkelControlListHead>SkelControlLists
NameSocketName
SkeletalMeshSocketSkelMesh
StaticMeshSocketStaticMesh
AnimTree
Array<AnimGroup>AnimGroups
AnimTreeAnimTreeTemplate
boolbEnablePooling
Array<Name>ComposePostPassBoneNames
Array<Name>ComposePrePassBoneNames
Array<PreviewAnimSetsStruct>PreviewAnimSetList
Array<PreviewSkelMeshStruct>PreviewMeshList
floatPreviewPlayRate
Array<PreviewSocketStruct>PreviewSocketList
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
AnimGroup
SeqNodes, SynchMaster, NotifyMaster, GroupName, RateScale, SynchPctPosition
PreviewAnimSetsStruct
DisplayName, PreviewAnimSets
PreviewSkelMeshStruct
DisplayName, PreviewSkelMesh, PreviewMorphSets
PreviewSocketStruct
DisplayName, SocketName, PreviewSkelMesh, PreviewStaticMesh
SkelControlListHead
BoneName, ControlHead, DrawY
Inherited Structures from Engine.AnimNodeBlendBase
AnimBlendChild
Inherited Structures from Engine.AnimNode
CurveKey

Functions Summary
functionMorphNodeBase FindMorphNode (name InNodeName)
functionSkelControlBase FindSkelControl (name InControlName)
function ForceGroupRelativePosition (Name GroupName, FLOAT RelativePosition)
functionINT GetGroupIndex (Name GroupName)
functionAnimNodeSequence GetGroupNotifyMaster (Name GroupName)
functionfloat GetGroupRateScale (Name GroupName)
functionfloat GetGroupRelativePosition (Name GroupName)
functionAnimNodeSequence GetGroupSynchMaster (Name GroupName)
functionbool SetAnimGroupForNode (AnimNodeSequence SeqNode, Name GroupName, optional bool bCreateIfNotFound)
function SetGroupRateScale (Name GroupName, FLOAT NewRateScale)
function SetUseSavedPose (bool bUseSaved)
Inherited Functions from Engine.AnimNodeBlendBase
PlayAnim, ReplayAnim, StopAnim
Inherited Functions from Engine.AnimNode
FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, ReplayAnim, StopAnim


Variables Detail

AnimTickArray Source code

var duplicatetransient Array<AnimNode> AnimTickArray;
Copy of the AnimTickArray, to be serialized, and not rebuilt at run time.

bBeingEdited Source code

var editoronly transient bool bBeingEdited;
Used to avoid editing the same AnimTree in multiple AnimTreeEditors at the same time.

bParentNodeArrayBuilt Source code

var duplicatetransient BOOL bParentNodeArrayBuilt;
Keep track if ParentNodeArray has been built. Needs to happen in editor. Otherwise, we have to build it at runtime.

bRebuildAnimTickArray Source code

var bool bRebuildAnimTickArray;
was going to make this transient, but because of cooking problem, changing this to non-transient. Once tree is converted, it will be saved

bUseSavedPose Source code

var bool bUseSavedPose;
If TRUE, AnimTree will always just return cached pose, rather than evaluating entire anim tree.

MorphConnDrawY Source code

var editoronly int MorphConnDrawY;
Y position of MorphNode input on AnimTree.

PreviewAnimSetIndex Source code

var editoronly INT PreviewAnimSetIndex;
Preview AnimSet Index in the list - used to assign/preview for AnimSequenceNode

PreviewAnimSetListIndex Source code

var editoronly INT PreviewAnimSetListIndex;

PreviewAnimSets Source code

var deprecated editoronly array<AnimSet> PreviewAnimSets;

PreviewCamPos Source code

var editoronly vector PreviewCamPos;
Saved position of camera used for previewing skeletal mesh in AnimTreeEditor.

PreviewCamRot Source code

var editoronly rotator PreviewCamRot;
Saved orientation of camera used for previewing skeletal mesh in AnimTreeEditor.

PreviewFloorPos Source code

var editoronly vector PreviewFloorPos;
Saved position of floor mesh used for in AnimTreeEditor preview window.

PreviewFloorYaw Source code

var editoronly int PreviewFloorYaw;
Saved yaw rotation of floor mesh used for in AnimTreeEditor preview window.

PreviewMeshIndex Source code

var editoronly INT PreviewMeshIndex;

PreviewMorphSets Source code

var deprecated editoronly array<MorphTargetSet> PreviewMorphSets;

PreviewSkelMesh Source code

var deprecated editoronly SkeletalMesh PreviewSkelMesh;

PreviewSocketIndex Source code

var editoronly INT PreviewSocketIndex;

PrioritizedSkelBranches Source code

var deprecated Array<Name> PrioritizedSkelBranches;
Skeleton Branches that should be composed first. This is to solve Controllers relying on bones to be updated before them.

RootMorphNodes Source code

var editinline export array<MorphNodeBase> RootMorphNodes;
Root of tree of MorphNodes.

SavedPose Source code

var array<BoneAtom> SavedPose;
Array for storing pose when bUseSavedPose is TRUE

SkelControlLists Source code

var editinline export array<SkelControlListHead> SkelControlLists;
Array of lists of SkelControls. Each list is executed after the bone specified using BoneName is updated with animation data.

SocketName Source code

var deprecated editoronly Name SocketName;

SocketSkelMesh Source code

var deprecated editoronly SkeletalMesh SocketSkelMesh;

SocketStaticMesh Source code

var deprecated editoronly StaticMesh SocketStaticMesh;

AnimTree

AnimGroups Source code

var(AnimTree) Array<AnimGroup> AnimGroups;
List of animations groups

AnimTreeTemplate Source code

var(AnimTree) const AnimTree AnimTreeTemplate;
Anim Tree template we were created from, or None if we are a template

bEnablePooling Source code

var(AnimTree) bool bEnablePooling;
Enable pooling for this AnimTree. This will pool freed copies of this AnimTree for later reuse

ComposePostPassBoneNames Source code

var(AnimTree) Array<Name> ComposePostPassBoneNames;

ComposePrePassBoneNames Source code

var(AnimTree) Array<Name> ComposePrePassBoneNames;

PreviewAnimSetList Source code

var(AnimTree) editoronly Array<PreviewAnimSetsStruct> PreviewAnimSetList;

PreviewMeshList Source code

var(AnimTree) editoronly Array<PreviewSkelMeshStruct> PreviewMeshList;
SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor.

PreviewPlayRate Source code

var(AnimTree) editoronly float PreviewPlayRate;
Play rate used when previewing animations

PreviewSocketList Source code

var(AnimTree) editoronly Array<PreviewSocketStruct> PreviewSocketList;


Structures Detail

AnimGroup Source code

struct AnimGroup
{
var(AnimTree) const Name GroupName;
var transient const AnimNodeSequence NotifyMaster;
var(AnimTree) const float RateScale;
var transient const Array<AnimNodeSequence> SeqNodes;
var transient const AnimNodeSequence SynchMaster;
var const float SynchPctPosition;
};
Definition of a group of AnimNodeSequences
NotifyMaster:
Master node for notifications. (Highest weight of the group)
RateScale:
Rate Scale
SeqNodes:
Cached array of AnimNodeSequence nodes to update.
SynchMaster:
Master node for synchronization. (Highest weight of the group)
SynchPctPosition:
Tracked Synch Position

PreviewAnimSetsStruct Source code

struct PreviewAnimSetsStruct
{
var(AnimTree) Name DisplayName;
var(AnimTree) Array<AnimSet> PreviewAnimSets;
};
AnimSets used when previewing this AnimTree in the AnimTreeEditor.

PreviewSkelMeshStruct Source code

struct PreviewSkelMeshStruct
{
var(AnimTree) Name DisplayName;
var(AnimTree) Array<MorphTargetSet> PreviewMorphSets;
var(AnimTree) SkeletalMesh PreviewSkelMesh;
};
Structure to hold a preview mesh, and a name for quick selection from within the editor
DisplayName:
Display name in combo box
PreviewMorphSets:
MorphTargetSets used when previewing this AnimTree in the AnimTreeEditor.
PreviewSkelMesh:
Preview Skeletal Mesh

PreviewSocketStruct Source code

struct PreviewSocketStruct
{
var(AnimTree) Name DisplayName;
var(AnimTree) SkeletalMesh PreviewSkelMesh;
var(AnimTree) StaticMesh PreviewStaticMesh;
var(AnimTree) Name SocketName;
};
previewing of socket
DisplayName:
Preview Name for quick selection
PreviewSkelMesh:
Attached preview skeletal mesh
PreviewStaticMesh:
Attached preview staticmesh
SocketName:
Name of socket to use

SkelControlListHead Source code

struct SkelControlListHead
{
var name BoneName;
var editinline export SkelControlBase ControlHead;
var editoronly int DrawY;
};

BoneName:
Name of bone that this list of SkelControls will be executed after.
ControlHead:
First Control in the linked list of SkelControls to execute.
DrawY:
For editor use.


Functions Detail

FindMorphNode Source code

native final function MorphNodeBase FindMorphNode ( name InNodeName )

FindSkelControl Source code

native final function SkelControlBase FindSkelControl ( name InControlName )
Custom Serialize function This function will save some information we can use in InitAnimTree

ForceGroupRelativePosition Source code

native final function ForceGroupRelativePosition ( Name GroupName, FLOAT RelativePosition )
Force a group at a relative position.

GetGroupIndex Source code

native final function INT GetGroupIndex ( Name GroupName )
Returns the index in the AnimGroups list of a given GroupName. If group cannot be found, then INDEX_NONE will be returned.

GetGroupNotifyMaster Source code

native final function AnimNodeSequence GetGroupNotifyMaster ( Name GroupName )
Returns the master node driving notifications for this group.

GetGroupRateScale Source code

native final function float GetGroupRateScale ( Name GroupName )
Get the Rate Scale of a group

GetGroupRelativePosition Source code

native final function float GetGroupRelativePosition ( Name GroupName )
Get the relative position of a group.

GetGroupSynchMaster Source code

native final function AnimNodeSequence GetGroupSynchMaster ( Name GroupName )
Returns the master node driving synchronization for this group.

SetAnimGroupForNode Source code

native final function bool SetAnimGroupForNode ( AnimNodeSequence SeqNode, Name GroupName, optional bool bCreateIfNotFound )
Add a node to an existing anim group

SetGroupRateScale Source code

native final function SetGroupRateScale ( Name GroupName, FLOAT NewRateScale )
Adjust the Rate Scale of a group

SetUseSavedPose Source code

native final function SetUseSavedPose ( bool bUseSaved )
When passing in TRUE, will cause tree to evaluate and then save resulting pose. From then on will continue to use that saved pose instead of re-evaluating the tree This feature is turned off when the SkeletalMesh changes


Defaultproperties

defaultproperties
{
	Children(0)=(Name="Child",Weight=1.0)
	bFixNumChildren=TRUE
	PreviewPlayRate=1.f
}

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Creation time: ti 22-3-2011 19:56:47.534 - Created with UnCodeX