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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.AnimObject | +-- Engine.AnimNode | +-- Engine.AnimNodeBlendBase | +-- Engine.AnimTree
Variables Summary | |
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Array<AnimNode> | AnimTickArray |
bool | bBeingEdited |
BOOL | bParentNodeArrayBuilt |
bool | bRebuildAnimTickArray |
bool | bUseSavedPose |
int | MorphConnDrawY |
INT | PreviewAnimSetIndex |
INT | PreviewAnimSetListIndex |
array<AnimSet> | PreviewAnimSets |
vector | PreviewCamPos |
rotator | PreviewCamRot |
vector | PreviewFloorPos |
int | PreviewFloorYaw |
INT | PreviewMeshIndex |
array<MorphTargetSet> | PreviewMorphSets |
SkeletalMesh | PreviewSkelMesh |
INT | PreviewSocketIndex |
Array<Name> | PrioritizedSkelBranches |
array<MorphNodeBase> | RootMorphNodes |
array<BoneAtom> | SavedPose |
array<SkelControlListHead> | SkelControlLists |
Name | SocketName |
SkeletalMesh | SocketSkelMesh |
StaticMesh | SocketStaticMesh |
AnimTree | |
Array<AnimGroup> | AnimGroups |
AnimTree | AnimTreeTemplate |
bool | bEnablePooling |
Array<Name> | ComposePostPassBoneNames |
Array<Name> | ComposePrePassBoneNames |
Array<PreviewAnimSetsStruct> | PreviewAnimSetList |
Array<PreviewSkelMeshStruct> | PreviewMeshList |
float | PreviewPlayRate |
Array<PreviewSocketStruct> | PreviewSocketList |
Inherited Variables from Engine.AnimNodeBlendBase |
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bFixNumChildren, BlendType, Children |
Enumerations Summary |
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Inherited Enumerations from Engine.AnimNode |
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ESliderType |
Structures Summary | ||
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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 |
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AnimBlendChild |
Inherited Structures from Engine.AnimNode |
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CurveKey |
Functions Summary | ||
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![]() | MorphNodeBase | FindMorphNode (name InNodeName) |
![]() | SkelControlBase | FindSkelControl (name InControlName) |
![]() | ForceGroupRelativePosition (Name GroupName, FLOAT RelativePosition) | |
![]() | INT | GetGroupIndex (Name GroupName) |
![]() | AnimNodeSequence | GetGroupNotifyMaster (Name GroupName) |
![]() | float | GetGroupRateScale (Name GroupName) |
![]() | float | GetGroupRelativePosition (Name GroupName) |
![]() | AnimNodeSequence | GetGroupSynchMaster (Name GroupName) |
![]() | bool | SetAnimGroupForNode (AnimNodeSequence SeqNode, Name GroupName, optional bool bCreateIfNotFound) |
![]() | SetGroupRateScale (Name GroupName, FLOAT NewRateScale) | |
![]() | SetUseSavedPose (bool bUseSaved) |
Inherited Functions from Engine.AnimNodeBlendBase |
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PlayAnim, ReplayAnim, StopAnim |
Inherited Functions from Engine.AnimNode |
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FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, ReplayAnim, StopAnim |
Variables Detail |
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Copy of the AnimTickArray, to be serialized, and not rebuilt at run time.
Used to avoid editing the same AnimTree in multiple AnimTreeEditors at the same time.
Keep track if ParentNodeArray has been built. Needs to happen in editor. Otherwise, we have to build it at runtime.
was going to make this transient, but because of cooking problem, changing this to non-transient. Once tree is converted, it will be saved
If TRUE, AnimTree will always just return cached pose, rather than evaluating entire anim tree.
Y position of MorphNode input on AnimTree.
Preview AnimSet Index in the list - used to assign/preview for AnimSequenceNode
Saved position of camera used for previewing skeletal mesh in AnimTreeEditor.
Saved orientation of camera used for previewing skeletal mesh in AnimTreeEditor.
Saved position of floor mesh used for in AnimTreeEditor preview window.
Saved yaw rotation of floor mesh used for in AnimTreeEditor preview window.
Skeleton Branches that should be composed first. This is to solve Controllers relying on bones to be updated before them.
Root of tree of MorphNodes.
Array for storing pose when bUseSavedPose is TRUE
Array of lists of SkelControls. Each list is executed after the bone specified using BoneName is updated with animation data.
List of animations groups
Anim Tree template we were created from, or None if we are a template
Enable pooling for this AnimTree. This will pool freed copies of this AnimTree for later reuse
SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor.
Play rate used when previewing animations
Structures Detail |
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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 ScaleSeqNodes:Cached array of AnimNodeSequence nodes to update.SynchMaster:Master node for synchronization. (Highest weight of the group)SynchPctPosition:Tracked Synch Position
var(AnimTree) Name DisplayName;};
var(AnimTree) Array<AnimSet> PreviewAnimSets;
AnimSets used when previewing this AnimTree in the AnimTreeEditor.
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 boxPreviewMorphSets:MorphTargetSets used when previewing this AnimTree in the AnimTreeEditor.PreviewSkelMesh:Preview Skeletal Mesh
var(AnimTree) Name DisplayName;};
var(AnimTree) SkeletalMesh PreviewSkelMesh;
var(AnimTree) StaticMesh PreviewStaticMesh;
var(AnimTree) Name SocketName;
previewing of socket
DisplayName:Preview Name for quick selectionPreviewSkelMesh:Attached preview skeletal meshPreviewStaticMesh:Attached preview staticmeshSocketName:Name of socket to use
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 |
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Custom Serialize function This function will save some information we can use in InitAnimTree
Force a group at a relative position.
Returns the index in the AnimGroups list of a given GroupName. If group cannot be found, then INDEX_NONE will be returned.
Returns the master node driving notifications for this group.
Get the Rate Scale of a group
Get the relative position of a group.
Returns the master node driving synchronization for this group.
Add a node to an existing anim group
Adjust the Rate Scale of a group
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 |
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defaultproperties { Children(0)=(Name="Child",Weight=1.0) bFixNumChildren=TRUE PreviewPlayRate=1.f } |
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