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Engine.AnimNodeBlendMultiBone

Extends
AnimNodeBlendBase
Modifiers
native ( Anim ) hidecategories ( Object )

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

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

Variables Summary
array<byte>SourceRequiredBones
AnimNodeBlendMultiBone
array<ChildBoneBlendInfo>BlendTargetList
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
Inherited Enumerations from Engine.AnimNode
ESliderType

Structures Summary
ChildBoneBlendInfo
TargetPerBoneWeight, InitTargetStartBone, InitPerBoneIncrease, OldStartBone, OldBoneIncrease, TargetRequiredBones
Inherited Structures from Engine.AnimNodeBlendBase
AnimBlendChild
Inherited Structures from Engine.AnimNode
BoneAtom

Functions Summary
function SetTargetStartBone (int TargetIdx, name StartBoneName, optional float PerBoneIncrease)
Inherited Functions from Engine.AnimNodeBlendBase
PlayAnim, StopAnim
Inherited Functions from Engine.AnimNode
FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, StopAnim


Variables Detail

SourceRequiredBones Source code

var transient array<byte> SourceRequiredBones;
Indices of bones required from Source (at LOD 0), if Target's weight is 1.0. Bones are only in this array if their per-bone weight is <1.0 (or they have a child in the array). Indices should be strictly increasing.

AnimNodeBlendMultiBone

BlendTargetList Source code

var(AnimNodeBlendMultiBone) array<ChildBoneBlendInfo> BlendTargetList;
List of blend targets - one per bone to blend


Structures Detail

ChildBoneBlendInfo Source code

struct ChildBoneBlendInfo
{
var(AnimNodeBlendMultiBone) float InitPerBoneIncrease;
var(AnimNodeBlendMultiBone) name InitTargetStartBone;
var const float OldBoneIncrease;
var const name OldStartBone;
var array<float> TargetPerBoneWeight;
var transient array<byte> TargetRequiredBones;
};

InitPerBoneIncrease:
Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone.
InitTargetStartBone:
Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone.
OldBoneIncrease:
Old OldBoneIncrease, to monitor changes
OldStartBone:
Old StartBone, to monitor changes
TargetPerBoneWeight:
Weight scaling for each bone of the skeleton. Must be same size as RefSkeleton of SkeletalMesh. If all 0.0, no animation can ever be drawn from Child2.
TargetRequiredBones:
Indices of bones required from Target (at LOD 0), if Target's weight is >0.0. Bones are only in this array if their per-bone weight is >0.0 (or they have a child in the array). Indices should be strictly increasing.


Functions Detail

SetTargetStartBone Source code

native noexport final function SetTargetStartBone ( int TargetIdx, name StartBoneName, optional float PerBoneIncrease )
Updating the StartBoneName or PerBoneIncrease, will cause the TargetPerBoneWeight to be automatically re-updated, you'll loose custom values!


Defaultproperties

defaultproperties
{
   Children(0)=(Name="Source",Weight=1.000000)
   Children(1)=(Name="Target")
   Name="Default__AnimNodeBlendMultiBone"
   ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase'
}

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Creation time: sk 18-3-2018 10:00:34.904 - Created with UnCodeX