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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. This class encapsulates a common interface to extract multiple animation data and blend it.
Core.Object | +-- Engine.AnimNode | +-- Engine.AnimNodeSequence | +-- Engine.AnimNodeSequenceBlendBase
AnimNodeSequenceBlendByAim
Variables Summary | |
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Animations | |
Array<AnimBlendInfo> | Anims |
Enumerations Summary |
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Inherited Enumerations from Engine.AnimNodeSequence |
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ERootBoneAxis, ERootRotationOption |
Inherited Enumerations from Engine.AnimNode |
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ESliderType |
Structures Summary | ||
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AnimBlendInfo AnimName, AnimInfo, Weight | ||
AnimInfo AnimSeqName, AnimSeq, AnimLinkupIndex |
Inherited Structures from Engine.AnimNode |
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BoneAtom |
Functions Summary |
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Inherited Functions from Engine.AnimNode |
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FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, StopAnim |
Variables Detail |
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Array of animations to blend
Structures Detail |
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var AnimInfo AnimInfo;};
var(AnimNodeSequenceBlendBase) Name AnimName;
var float Weight;
Structure to define animation blending.
AnimInfo:Animation infoAnimName:Name of animation sequenceWeight:Weight i the blend
var transient const int AnimLinkupIndex;};
var transient const AnimSequence AnimSeq;
var const Name AnimSeqName;
Structure regrouping all we need to extract an animation.
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:Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim.AnimSeqName:Animation Name
Defaultproperties |
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defaultproperties { Anims(0)=(Weight=1.000000) Anims(1)= Name="Default__AnimNodeSequenceBlendBase" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' } |
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