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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.AnimNode | +-- Engine.AnimNodeSequence
AnimNodeSequenceBlendBase, UTAnimNodeFramePlayer, UTAnimNodeSequence, UTAnimNodeSequenceByBoneRotation
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| int | AnimLinkupIndex |
| AnimSequence | AnimSeq |
| bool | bIsIssuingNotifies |
| texture2D | DebugCarat |
| texture2D | DebugTrack |
| float | PreviousTime |
| AnimNodeSequence | |
| name | AnimSeqName |
| bool | bCauseActorAnimEnd |
| bool | bCauseActorAnimPlay |
| bool | bForceRefposeWhenNotPlaying |
| bool | bLooping |
| bool | bNoNotifies |
| bool | bPlaying |
| bool | bZeroRootRotation |
| bool | bZeroRootTranslation |
| float | CurrentTime |
| float | NotifyWeightThreshold |
| float | Rate |
| ERootBoneAxis | RootBoneOption[3] |
| ERootRotationOption | RootRotationOption[3] |
| Display | |
| bool | bShowTimeLineSlider |
| Group | |
| bool | bForceAlwaysMaster |
| bool | bForceAlwaysSlave |
| bool | bSynchronize |
| Name | SynchGroupName |
| float | SynchPosOffset |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary | ||
|---|---|---|
| ERootBoneAxis RBA_Default, RBA_Discard, RBA_Translate, | ||
| ERootRotationOption RRO_Default, RRO_Discard, RRO_Extract, | ||
| Inherited Enumerations from Engine.AnimNode |
|---|
| ESliderType |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary |
|---|
| Inherited Structures from Engine.AnimNode |
|---|
| BoneAtom |
| Functions Summary | ||
|---|---|---|
![]() | float | FindNormalizedPositionFromGroupRelativePosition (FLOAT GroupRelativePosition) |
![]() | float | GetAnimPlaybackLength () |
![]() | float | GetGlobalPlayRate () |
![]() | float | GetNormalizedPosition () |
![]() | float | GetTimeLeft () |
![]() | PlayAnim (bool bLoop = false, float InRate = 1.0f, float StartTime = 0.0f) | |
![]() | SetAnim (name Sequence) | |
![]() | SetPosition (float NewTime, bool bFireNotifies) | |
![]() | StopAnim () | |
| Inherited Functions from Engine.AnimNode |
|---|
| FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, StopAnim |
| Variables Detail |
|---|
Bone -> Track mapping info for this player node. Index into the LinkupCache array in the AnimSet. Found from AnimSet when you call SetAnim.
Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim.
Flag that indicates if Notifies are currently being executed. Allows you to avoid doing dangerous things to this Node while this is going on.
For debugging. Small icon to show current position in animation.
For debugging. Track graphic used for showing animation position.
This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent.
Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops.
Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it.
Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization)
If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning.
Whether any notifies in the animation sequence should be executed for this node.
Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called.
Always return a zero rotation (unit quaternion) for the root bone of this animation.
Always return root bone translation at the origin.
Current position (in seconds)
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.
Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0
discard root movement on animation, and forward its velocity to the owning actor.
Discard root rotation from animation, and forwards it to the actor. (to be used by it or not).
Display time line slider
Any node with this flag set with global weight > 0.0 will be picked over any other node as master node.
If TRUE, this node can never be a synchronization master node, always slave.
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.
name of group this node belongs to
Relative position offset
| Enumerations Detail |
|---|
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!
Root Motion Rotation.
| Functions Detail |
|---|
FindNormalizedPositionFromGroupRelativePosition Source codeFinds out normalized position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.
GetAnimPlaybackLength Source codeReturns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation.
GetGlobalPlayRate Source codeReturns the global play rate of this animation. Taking into account all Rate Scales
GetNormalizedPosition Source codeGet normalized position, from 0.f to 1.f.
GetTimeLeft Source codeReturns in seconds the time left until the animation is done playing. This is assuming the play rate is not going to change.
PlayAnim Source codeStart the current animation playing with the supplied parameters.
SetAnim Source codeChange the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array.
SetPosition Source codeForce the animation to a particular time. NewTime is in seconds.
StopAnim Source codeStop the current animation playing. CurrentTime will stay where it was.
| Defaultproperties |
|---|
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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