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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class AnimNodeSequence extends AnimNode native(Anim) hidecategories(Object); /** This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent. */ var() const name AnimSeqName; /** Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0 */ var() float Rate; /** Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called. */ var() bool bPlaying; /** If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning. */ var() bool bLooping; /** Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops. */ var() bool bCauseActorAnimEnd; /** Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it. */ var() bool bCauseActorAnimPlay; /** Always return a zero rotation (unit quaternion) for the root bone of this animation. */ var() bool bZeroRootRotation; /** Always return root bone translation at the origin. */ var() bool bZeroRootTranslation; /** Current position (in seconds) */ var() const float CurrentTime; // Keep track of where animation was at before being ticked var const transient float PreviousTime; /** Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim. */ var transient const AnimSequence AnimSeq; /** Bone -> Track mapping info for this player node. Index into the LinkupCache array in the AnimSet. Found from AnimSet when you call SetAnim. */ var transient const int AnimLinkupIndex; /** * 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. */ var() float NotifyWeightThreshold; /** Whether any notifies in the animation sequence should be executed for this node. */ var() bool bNoNotifies; /** Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization) */ var() bool bForceRefposeWhenNotPlaying; /** * Flag that indicates if Notifies are currently being executed. * Allows you to avoid doing dangerous things to this Node while this is going on. */ var bool bIsIssuingNotifies; /** name of group this node belongs to */ var(Group) const Name SynchGroupName; /** If TRUE, this node can never be a synchronization master node, always slave. */ var(Group) bool bForceAlwaysSlave; /** Any node with this flag set with global weight > 0.0 will be picked over any other node as master node. */ var(Group) bool bForceAlwaysMaster; /** * 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. */ var(Group) const bool bSynchronize; /** Relative position offset */ var(Group) float SynchPosOffset; /** Display time line slider */ var(Display) bool bShowTimeLineSlider; /** For debugging. Track graphic used for showing animation position. */ var texture2D DebugTrack; /** For debugging. Small icon to show current position in animation. */ var texture2D DebugCarat; /** * 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! */ enum ERootBoneAxis { /** the default behaviour, leave root translation from animation and do no affect owning Actor movement. */ RBA_Default, /** discard any root bone movement, locking it to the first frame's location. */ RBA_Discard, /** discard root movement on animation, and forward its velocity to the owning actor. */ RBA_Translate, }; var() ERootBoneAxis RootBoneOption[3]; // [X, Y, Z] axes /** * Root Motion Rotation. */ enum ERootRotationOption { /** Default, leaves root rotation in the animation. Does not affect actor. */ RRO_Default, /** Discards root rotation from the animation, locks to first frame rotation of animation. Does not affect actor's rotation. */ RRO_Discard, /** Discard root rotation from animation, and forwards it to the actor. (to be used by it or not). */ RRO_Extract, }; var() ERootRotationOption RootRotationOption[3]; // Roll (X), Pitch (Y), Yaw (Z) axes. // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Change the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array. */ native function SetAnim( name Sequence ); /** Start the current animation playing with the supplied parameters. */ native function PlayAnim(bool bLoop = false, float InRate = 1.0f, float StartTime = 0.0f); /** Stop the current animation playing. CurrentTime will stay where it was. */ native function StopAnim(); /** Force the animation to a particular time. NewTime is in seconds. */ native function SetPosition(float NewTime, bool bFireNotifies); /** Get normalized position, from 0.f to 1.f. */ native function float GetNormalizedPosition(); /** * Finds out normalized position of a synchronized node given a relative position of a group. * Takes into account node's relative SynchPosOffset. */ native function float FindNormalizedPositionFromGroupRelativePosition(FLOAT GroupRelativePosition); /** Returns the global play rate of this animation. Taking into account all Rate Scales */ native function float GetGlobalPlayRate(); /** Returns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation. */ native function float GetAnimPlaybackLength(); /** * Returns in seconds the time left until the animation is done playing. * This is assuming the play rate is not going to change. */ native function float GetTimeLeft(); defaultproperties { Rate=1.000000 bSynchronize=True DebugTrack=Texture2D'EngineResources.AnimPlayerTrack' DebugCarat=Texture2D'EngineResources.AnimPlayerCarat' Name="Default__AnimNodeSequence" ObjectArchetype=AnimNode'Engine.Default__AnimNode' } |
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