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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 | |
|---|---|
| Animations | |
| Array<AnimBlendInfo> | Anims |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.AnimNodeSequence |
|---|
| ERootBoneAxis, ERootRotationOption |
| Inherited Enumerations from Engine.AnimNode |
|---|
| ESliderType |
| Structures Summary | ||
|---|---|---|
| AnimBlendInfo AnimName, AnimInfo, Weight | ||
| AnimInfo AnimSeqName, AnimSeq, AnimLinkupIndex | ||
| Inherited Structures from Engine.AnimNode |
|---|
| BoneAtom |
| Functions Summary |
|---|
| Inherited Functions from Engine.AnimNode |
|---|
| FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, StopAnim |
| Variables Detail |
|---|
Array of animations to blend
| Structures Detail |
|---|
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 |
|---|
defaultproperties
{
Anims(0)=(Weight=1.000000)
Anims(1)=
Name="Default__AnimNodeSequenceBlendBase"
ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
}
|
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