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Engine.AnimNodeSequence

Extends
AnimNode
Modifiers
native ( Anim ) hidecategories ( Object )

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

Core.Object
|   
+-- Engine.AnimNode
   |   
   +-- Engine.AnimNodeSequence

Direct Known Subclasses:

AnimNodeSequenceBlendBase, UTAnimNodeFramePlayer, UTAnimNodeSequence, UTAnimNodeSequenceByBoneRotation

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

Variables Summary
intAnimLinkupIndex
AnimSequenceAnimSeq
boolbIsIssuingNotifies
texture2DDebugCarat
texture2DDebugTrack
floatPreviousTime
AnimNodeSequence
nameAnimSeqName
boolbCauseActorAnimEnd
boolbCauseActorAnimPlay
boolbForceRefposeWhenNotPlaying
boolbLooping
boolbNoNotifies
boolbPlaying
boolbZeroRootRotation
boolbZeroRootTranslation
floatCurrentTime
floatNotifyWeightThreshold
floatRate
ERootBoneAxisRootBoneOption[3]
ERootRotationOptionRootRotationOption[3]
Display
boolbShowTimeLineSlider
Group
boolbForceAlwaysMaster
boolbForceAlwaysSlave
boolbSynchronize
NameSynchGroupName
floatSynchPosOffset
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
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
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
functionfloat FindNormalizedPositionFromGroupRelativePosition (FLOAT GroupRelativePosition)
functionfloat GetAnimPlaybackLength ()
functionfloat GetGlobalPlayRate ()
functionfloat GetNormalizedPosition ()
functionfloat GetTimeLeft ()
function PlayAnim (bool bLoop = false, float InRate = 1.0f, float StartTime = 0.0f)
function SetAnim (name Sequence)
function SetPosition (float NewTime, bool bFireNotifies)
function StopAnim ()
Inherited Functions from Engine.AnimNode
FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, 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

AnimLinkupIndex Source code

var transient const int AnimLinkupIndex;
Bone -> Track mapping info for this player node. Index into the LinkupCache array in the AnimSet. Found from AnimSet when you call SetAnim.

AnimSeq Source code

var transient const AnimSequence AnimSeq;
Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim.

bIsIssuingNotifies Source code

var bool bIsIssuingNotifies;
Flag that indicates if Notifies are currently being executed. Allows you to avoid doing dangerous things to this Node while this is going on.

DebugCarat Source code

var texture2D DebugCarat;
For debugging. Small icon to show current position in animation.

DebugTrack Source code

var texture2D DebugTrack;
For debugging. Track graphic used for showing animation position.

PreviousTime Source code

var const transient float PreviousTime;

AnimNodeSequence

AnimSeqName Source code

var(AnimNodeSequence) const name AnimSeqName;
This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent.

bCauseActorAnimEnd Source code

var(AnimNodeSequence) bool bCauseActorAnimEnd;
Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops.

bCauseActorAnimPlay Source code

var(AnimNodeSequence) bool bCauseActorAnimPlay;
Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it.

bForceRefposeWhenNotPlaying Source code

var(AnimNodeSequence) bool bForceRefposeWhenNotPlaying;
Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization)

bLooping Source code

var(AnimNodeSequence) bool bLooping;
If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning.

bNoNotifies Source code

var(AnimNodeSequence) bool bNoNotifies;
Whether any notifies in the animation sequence should be executed for this node.

bPlaying Source code

var(AnimNodeSequence) bool bPlaying;
Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called.

bZeroRootRotation Source code

var(AnimNodeSequence) bool bZeroRootRotation;
Always return a zero rotation (unit quaternion) for the root bone of this animation.

bZeroRootTranslation Source code

var(AnimNodeSequence) bool bZeroRootTranslation;
Always return root bone translation at the origin.

CurrentTime Source code

var(AnimNodeSequence) const float CurrentTime;
Current position (in seconds)

NotifyWeightThreshold Source code

var(AnimNodeSequence) float NotifyWeightThreshold;
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.

Rate Source code

var(AnimNodeSequence) float Rate;
Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0

RootBoneOption[3] Source code

var(AnimNodeSequence) ERootBoneAxis RootBoneOption[3];
discard root movement on animation, and forward its velocity to the owning actor.

RootRotationOption[3] Source code

var(AnimNodeSequence) ERootRotationOption RootRotationOption[3];
Discard root rotation from animation, and forwards it to the actor. (to be used by it or not).

Display

bShowTimeLineSlider Source code

var(Display) bool bShowTimeLineSlider;
Display time line slider

Group

bForceAlwaysMaster Source code

var(Group) bool bForceAlwaysMaster;
Any node with this flag set with global weight > 0.0 will be picked over any other node as master node.

bForceAlwaysSlave Source code

var(Group) bool bForceAlwaysSlave;
If TRUE, this node can never be a synchronization master node, always slave.

bSynchronize Source code

var(Group) const bool bSynchronize;
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.

SynchGroupName Source code

var(Group) const Name SynchGroupName;
name of group this node belongs to

SynchPosOffset Source code

var(Group) float SynchPosOffset;
Relative position offset


Enumerations Detail

ERootBoneAxis Source code

enum ERootBoneAxis
{
RBA_Default, RBA_Discard, RBA_Translate,
};
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!

ERootRotationOption Source code

enum ERootRotationOption
{
RRO_Default, RRO_Discard, RRO_Extract,
};
Root Motion Rotation.


Functions Detail

FindNormalizedPositionFromGroupRelativePosition Source code

native function float FindNormalizedPositionFromGroupRelativePosition ( FLOAT GroupRelativePosition )
Finds out normalized position of a synchronized node given a relative position of a group. Takes into account node's relative SynchPosOffset.

GetAnimPlaybackLength Source code

native function float GetAnimPlaybackLength ( )
Returns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation.

GetGlobalPlayRate Source code

native function float GetGlobalPlayRate ( )
Returns the global play rate of this animation. Taking into account all Rate Scales

GetNormalizedPosition Source code

native function float GetNormalizedPosition ( )
Get normalized position, from 0.f to 1.f.

GetTimeLeft Source code

native function float GetTimeLeft ( )
Returns in seconds the time left until the animation is done playing. This is assuming the play rate is not going to change.

PlayAnim Source code

native function PlayAnim ( bool bLoop = false, float InRate = 1.0f, float StartTime = 0.0f )
Start the current animation playing with the supplied parameters.

SetAnim Source code

native function SetAnim ( name Sequence )
Change the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array.

SetPosition Source code

native function SetPosition ( float NewTime, bool bFireNotifies )
Force the animation to a particular time. NewTime is in seconds.

StopAnim Source code

native function StopAnim ( )
Stop 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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Creation time: sk 18-3-2018 10:00:34.997 - Created with UnCodeX