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Engine.AnimNodeCrossfader

Extends
AnimNodeBlend
Modifiers
native ( Anim ) hidecategories ( Object )

AnimNodeCrossfader This single node allows to crossfade between 2 animations through script control. A typical usage scenario would be to blend between 2 player idle animations. This blend requires 2 AnimNodeSequence as childs, you cannot connect 2 blends nor any other node types. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.AnimNode
   |   
   +-- Engine.AnimNodeBlendBase
      |   
      +-- Engine.AnimNodeBlend
         |   
         +-- Engine.AnimNodeCrossfader

Variables Summary
boolbDontBlendOutOneShot
floatPendingBlendOutTimeOneShot
AnimNodeCrossfader
nameDefaultAnimSeqName
Inherited Variables from Engine.AnimNodeBlend
BlendTimeToGo, Child2Weight, Child2WeightTarget
Inherited Variables from Engine.AnimNodeBlendBase
bFixNumChildren, Children

Structures Summary
Inherited Structures from Engine.AnimNodeBlendBase
AnimBlendChild

Functions Summary
function BlendToLoopingAnim (name AnimSeqName, optional float BlendInTime, optional float Rate)
functionAnimNodeSequence GetActiveChild ()
functionName GetAnimName ()
function PlayOneShotAnim (name AnimSeqName, optional float BlendInTime, optional float BlendOutTime, optional bool bDontBlendOut, optional float Rate)
Inherited Functions from Engine.AnimNodeBlend
SetBlendTarget
Inherited Functions from Engine.AnimNodeBlendBase
PlayAnim, StopAnim


Variables Detail

bDontBlendOutOneShot Source code

var const bool bDontBlendOutOneShot;
true if not blending out of the current one shot anim. Anim will just freeze at last frame

PendingBlendOutTimeOneShot Source code

var const float PendingBlendOutTimeOneShot;
Blend Out time for current One Shot anim

AnimNodeCrossfader

DefaultAnimSeqName Source code

var(AnimNodeCrossfader) name DefaultAnimSeqName;
default animation sequence played upon startup


Functions Detail

BlendToLoopingAnim Source code

native noexport final function BlendToLoopingAnim ( name AnimSeqName, optional float BlendInTime, optional float Rate )
Blend to a looping animation.
@param AnimSeqName Name of animation sequence to play.
@param BlendInTime time to blend from current animation to this (new) one.
@param Rate Playing rate of animation.

GetActiveChild Source code

native final function AnimNodeSequence GetActiveChild ( )
Get active AnimNodeSequence child. To access animation properties and control functions.
@return AnimNodeSequence currently playing.

GetAnimName Source code

native final function Name GetAnimName ( )
Get Animation Name currently playing
@return animation name currently being played.

PlayOneShotAnim Source code

native noexport final function PlayOneShotAnim ( name AnimSeqName, optional float BlendInTime, optional float BlendOutTime, optional bool bDontBlendOut, optional float Rate )
Play a One Shot animation.
@param AnimSeqName Name of animation sequence to play
@param BlendInTime time to blend from current animation to this (new) one.
@param BlendOutTime time to blend from this animation (before it finishes playing) back to the previous one.
@param bDontBlendOut if true, animation will freeze at last frame, and not blend back to the old one.
@param Rate Playing rate of animation.


Defaultproperties

defaultproperties
{
   Name="Default__AnimNodeCrossfader"
   ObjectArchetype=AnimNodeBlend'Engine.Default__AnimNodeBlend'
}

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Creation time: sk 18-3-2018 10:00:34.922 - Created with UnCodeX