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Engine.AnimNode

Extends
Object
Modifiers
native ( Anim ) hidecategories ( Object ) abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.AnimNode

Direct Known Subclasses:

AnimNodeBlendBase, AnimNodeSequence

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
intbCachedHasRootMotion
boolbJustBecameRelevant
boolbRelevant
array<BoneAtom>CachedBoneAtoms
BoneAtomCachedRootMotionDelta
intDrawHeight
intDrawWidth
INTInstanceVersionNumber
intNodeCachedAtomsTag
intNodePosX
intNodePosY
intNodeTickTag
floatNodeTotalWeight
intOutDrawY
array<AnimNodeBlendBase>ParentNodes
intSearchTag
SkeletalMeshComponentSkelComponent
floatTotalWeightAccumulator
AnimNode
boolbSkipTickWhenZeroWeight
boolbTickDuringPausedAnims
nameNodeName
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
ESliderType
ST_1D, ST_2D
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
BoneAtom
Rotation, Translation, Scale
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionAnimNode FindAnimNode (name InNodeName)
event OnBecomeRelevant ()
event OnCeaseRelevant ()
event OnInit ()
function PlayAnim (bool bLoop = false, float Rate = 1.0f, float StartTime = 0.0f)
function StopAnim ()
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bCachedHasRootMotion Source code

var transient int bCachedHasRootMotion;
Cached bool indicating if node supplies root motion, to avoid recalculating (see above).

bJustBecameRelevant Source code

var transient const bool bJustBecameRelevant;
set to TRUE when this node became relevant this round of updates. Will be set to false on the next tick.

bRelevant Source code

var transient const bool bRelevant;
This node is considered 'relevant' - that is, has >0 weight in the final blend.

CachedBoneAtoms Source code

var transient array<BoneAtom> CachedBoneAtoms;
If a node is linked to more than once in the graph, this is a cache of the results, to avoid re-evaluating the results.

CachedRootMotionDelta Source code

var transient BoneAtom CachedRootMotionDelta;
Cached root motion delta, to avoid recalculating (see above).

DrawHeight Source code

var int DrawHeight;
For editor use

DrawWidth Source code

var int DrawWidth;
For editor use.

InstanceVersionNumber Source code

var const INT InstanceVersionNumber;
Obsolete. Remove me sometime after VER_AIMOFFSET_ROT2QUAT has been long distributed.

NodeCachedAtomsTag Source code

var transient const int NodeCachedAtomsTag;
Used to indicate whether the BoneAtom cache for this node is up-to-date or not.

NodePosX Source code

var int NodePosX;
For editor use.

NodePosY Source code

var int NodePosY;
For editor use.

NodeTickTag Source code

var transient const int NodeTickTag;
Used to avoid ticking a node twice if it has multiple parents.

NodeTotalWeight Source code

var const float NodeTotalWeight;
Total apparent weight this node has in the final blend of all animations.

OutDrawY Source code

var int OutDrawY;
For editor use.

ParentNodes Source code

var transient array<AnimNodeBlendBase> ParentNodes;
Parent node of this AnimNode in the blend tree.

SearchTag Source code

var const transient protected int SearchTag;
used when iterating over nodes via GetNodes() and related functions to skip nodes that have already been processed

SkelComponent Source code

var transient SkeletalMeshComponent SkelComponent;
SkeletalMeshComponent that this animation blend tree is feeding.

TotalWeightAccumulator Source code

var const transient float TotalWeightAccumulator;
internal. Accumulator to calculate NodeTotalWeight

AnimNode

bSkipTickWhenZeroWeight Source code

var(AnimNode) bool bSkipTickWhenZeroWeight;
Allows for optimisiation. Tick is not called on this node if

bTickDuringPausedAnims Source code

var(AnimNode) bool bTickDuringPausedAnims;
If TRUE, this node will be ticked, even if bPauseAnims is TRUE on the SkelMeshComp.

NodeName Source code

var(AnimNode) name NodeName;
This is the name used to find an AnimNode by name from a tree.


Enumerations Detail

ESliderType Source code

enum ESliderType
{
ST_1D, ST_2D
};
Enumeration for slider types


Structures Detail

BoneAtom Source code

struct BoneAtom
{
var quat Rotation;
var float Scale;
var vector Translation;
};
Bone Atom definition


Functions Detail

FindAnimNode Source code

native final function AnimNode FindAnimNode ( name InNodeName )
Find an Animation Node in the Animation Tree whose NodeName matches InNodeName. Will search this node and all below it. Warning: The search is O(n^2), so for large AnimTrees, cache result.

OnBecomeRelevant Source code

event OnBecomeRelevant ( )
Get notification that this node has become relevant for the final blend. ie TotalWeight is now > 0

OnCeaseRelevant Source code

event OnCeaseRelevant ( )
Get notification that this node is no longer relevant for the final blend. ie TotalWeight is now == 0

OnInit Source code

event OnInit ( )
Called from InitAnim. Allows initialisation of script-side properties of this node.

PlayAnim Source code

native function PlayAnim ( bool bLoop = false, float Rate = 1.0f, float StartTime = 0.0f )

StopAnim Source code

native function StopAnim ( )


Defaultproperties

defaultproperties
{
   Name="Default__AnimNode"
   ObjectArchetype=Object'Core.Default__Object'
}

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Creation time: sk 18-3-2018 10:00:34.810 - Created with UnCodeX