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Engine.AnimNodeAimOffset

Extends
AnimNodeBlendBase
Modifiers
native ( Anim ) hidecategories ( Object )

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

Core.Object
|   
+-- Engine.AnimNode
   |   
   +-- Engine.AnimNodeBlendBase
      |   
      +-- Engine.AnimNodeAimOffset

Direct Known Subclasses:

UTAnimNodeJumpLeanOffset

Variables Summary
Array<AimComponent>AimComponents
NameAnimName_CC
NameAnimName_CD
NameAnimName_CU
NameAnimName_LC
NameAnimName_LD
NameAnimName_LU
NameAnimName_RC
NameAnimName_RD
NameAnimName_RU
Array<INT>BoneToAimCpnt
Vector2dHorizontalRange
Array<byte>RequiredBones
AnimNodeAimOffsetTemplateNode
Vector2dVerticalRange
AnimNodeAimOffset
Vector2dAim
Vector2dAngleOffset
boolbBakeFromAnimations
boolbForceAimDir
intCurrentProfileIndex
EAnimAimDirForcedAimDir
intPassThroughAtOrAboveLOD
array<AimOffsetProfile>Profiles
Inherited Variables from Engine.AnimNodeBlendBase
bFixNumChildren, Children
Inherited Variables from Engine.AnimNode
bCachedHasRootMotion, bJustBecameRelevant, bRelevant, bSkipTickWhenZeroWeight, bTickDuringPausedAnims, CachedBoneAtoms, CachedRootMotionDelta, DrawHeight, DrawWidth, InstanceVersionNumber, NodeCachedAtomsTag, NodeName, NodePosX, NodePosY, NodeTickTag, NodeTotalWeight, OutDrawY, ParentNodes, SearchTag, SkelComponent, TotalWeightAccumulator

Enumerations Summary
EAnimAimDir
ANIMAIM_LEFTUP, ANIMAIM_CENTERUP, ANIMAIM_RIGHTUP, ANIMAIM_LEFTCENTER, ANIMAIM_CENTERCENTER, ANIMAIM_RIGHTCENTER, ANIMAIM_LEFTDOWN, ANIMAIM_CENTERDOWN, ANIMAIM_RIGHTDOWN
Inherited Enumerations from Engine.AnimNode
ESliderType

Structures Summary
AimComponent
BoneName, LU, LC, LD, CU, CC, CD, RU, RC, RD
AimOffsetProfile
ProfileName, HorizontalRange, VerticalRange, AimComponents, AnimName_LU, AnimName_LC, AnimName_LD, AnimName_CU, AnimName_CC, AnimName_CD, AnimName_RU, AnimName_RC, AnimName_RD
AimTransform
Rotation, Quaternion, Translation
Inherited Structures from Engine.AnimNodeBlendBase
AnimBlendChild
Inherited Structures from Engine.AnimNode
BoneAtom

Functions Summary
function SetActiveProfileByIndex (int ProfileIndex)
function SetActiveProfileByName (name ProfileName)
Inherited Functions from Engine.AnimNodeBlendBase
PlayAnim, StopAnim
Inherited Functions from Engine.AnimNode
FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, StopAnim


Variables Detail

AimComponents Source code

var Array<AimComponent> AimComponents;

AnimName_CC Source code

var Name AnimName_CC;

AnimName_CD Source code

var Name AnimName_CD;

AnimName_CU Source code

var Name AnimName_CU;

AnimName_LC Source code

var Name AnimName_LC;

AnimName_LD Source code

var Name AnimName_LD;

AnimName_LU Source code

var Name AnimName_LU;

AnimName_RC Source code

var Name AnimName_RC;

AnimName_RD Source code

var Name AnimName_RD;

AnimName_RU Source code

var Name AnimName_RU;

BoneToAimCpnt Source code

var transient Array<INT> BoneToAimCpnt;
Bone Index to AimComponent Index look up table.

HorizontalRange Source code

var Vector2d HorizontalRange;

RequiredBones Source code

var transient Array<byte> RequiredBones;
Internal, array of required bones. Selected bones and their parents for local to component space transformation.

TemplateNode Source code

var transient AnimNodeAimOffset TemplateNode;
Pointer to AimOffset node in package (AnimTreeTemplate), to avoid duplicating profile data. Always NULL in AimOffset Editor (in ATE).

VerticalRange Source code

var Vector2d VerticalRange;

AnimNodeAimOffset

Aim Source code

var(AnimNodeAimOffset) Vector2d Aim;
Angle of aiming, between -1..+1

AngleOffset Source code

var(AnimNodeAimOffset) Vector2d AngleOffset;
Angle offset applied to Aim before processing

bBakeFromAnimations Source code

var(AnimNodeAimOffset) bool bBakeFromAnimations;
Bake offsets from animations.

bForceAimDir Source code

var(AnimNodeAimOffset) bool bForceAimDir;
If true, ignore Aim, and use the ForcedAimDir enum instead to determine which aim direction to draw.

CurrentProfileIndex Source code

var(AnimNodeAimOffset) const editconst int CurrentProfileIndex;
Index of currently active Profile. Use the SetActiveProfileByName or SetActiveProfileByIndex function to change.

ForcedAimDir Source code

var(AnimNodeAimOffset) EAnimAimDir ForcedAimDir;
If bForceAimDir is true, this is the direction to render the character aiming in.

PassThroughAtOrAboveLOD Source code

var(AnimNodeAimOffset) int PassThroughAtOrAboveLOD;
If the LOD of this skeletal mesh is at or above this LOD, then this node will do nothing.

Profiles Source code

var(AnimNodeAimOffset) editconst array<AimOffsetProfile> Profiles;
Array of different aiming 'profiles'


Enumerations Detail

EAnimAimDir Source code

enum EAnimAimDir
{
ANIMAIM_LEFTUP, ANIMAIM_CENTERUP, ANIMAIM_RIGHTUP, ANIMAIM_LEFTCENTER, ANIMAIM_CENTERCENTER, ANIMAIM_RIGHTCENTER, ANIMAIM_LEFTDOWN, ANIMAIM_CENTERDOWN, ANIMAIM_RIGHTDOWN
};
Handy enum for working with directions.


Structures Detail

AimComponent Source code

struct AimComponent
{
var(AnimNodeAimOffset) Name BoneName;
var(AnimNodeAimOffset) AimTransform CC;
var(AnimNodeAimOffset) AimTransform CD;
var(AnimNodeAimOffset) AimTransform CU;
var(AnimNodeAimOffset) AimTransform LC;
var(AnimNodeAimOffset) AimTransform LD;
var(AnimNodeAimOffset) AimTransform LU;
var(AnimNodeAimOffset) AimTransform RC;
var(AnimNodeAimOffset) AimTransform RD;
var(AnimNodeAimOffset) AimTransform RU;
};
definition of an AimComponent.
BoneName:
Bone transformed
CU:
Center
LU:
Left column
RU:
Right

AimOffsetProfile Source code

struct AimOffsetProfile
{
var Array<AimComponent> AimComponents;
var(AnimNodeAimOffset) Name AnimName_CC;
var(AnimNodeAimOffset) Name AnimName_CD;
var(AnimNodeAimOffset) Name AnimName_CU;
var(AnimNodeAimOffset) Name AnimName_LC;
var(AnimNodeAimOffset) Name AnimName_LD;
var(AnimNodeAimOffset) Name AnimName_LU;
var(AnimNodeAimOffset) Name AnimName_RC;
var(AnimNodeAimOffset) Name AnimName_RD;
var(AnimNodeAimOffset) Name AnimName_RU;
var(AnimNodeAimOffset) Vector2d HorizontalRange;
var(AnimNodeAimOffset) const editconst name ProfileName;
var(AnimNodeAimOffset) Vector2d VerticalRange;
};

AimComponents:
Array of AimComponents. Represents the selected bones and their transformations.
AnimName_LU:
Names of animations to use when automatically generating offsets based animations for each direction. Animations are not actually used in-game - just for editor.
HorizontalRange:
Maximum horizontal range (min, max) for horizontal aiming.
ProfileName:
Name of this aim-offset profile.
VerticalRange:
Maximum horizontal range (min, max) for vertical aiming.

AimTransform Source code

struct AimTransform
{
var(AnimNodeAimOffset) Quat Quaternion;
var Rotator Rotation;
var(AnimNodeAimOffset) Vector Translation;
};
9 control points range: Left Center Right LU CU RU Up LC CC RC Center LD CD RD Down


Functions Detail

SetActiveProfileByIndex Source code

native function SetActiveProfileByIndex ( int ProfileIndex )
Change the currently active profile to the one with the supplied index. If ProfileIndex is outside range, this does nothing.

SetActiveProfileByName Source code

native function SetActiveProfileByName ( name ProfileName )
Change the currently active profile to the one with the supplied name. If a profile with that name does not exist, this does nothing.


Defaultproperties

defaultproperties
{
   PassThroughAtOrAboveLOD=1000
   ForcedAimDir=ANIMAIM_CENTERCENTER
   HorizontalRange=(X=-1.000000,Y=1.000000)
   VerticalRange=(X=-1.000000,Y=1.000000)
   Children(0)=(Name="Input",Weight=1.000000)
   bFixNumChildren=True
   Name="Default__AnimNodeAimOffset"
   ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase'
}

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Creation time: sk 18-3-2018 10:00:34.823 - Created with UnCodeX