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Engine.AnimNodeSynch

Extends
AnimNodeBlendBase
Modifiers
native ( Anim )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Animation Node used to synch childs. Would be typically used to synch several walk/run/crouch cycles together. This node works by using the most relevant node in the final blend as the master node, to update all the others (slaves). This requires all cycles to be relatively synched (i.e. left foot is down on all cycles at 0.25% of the animation, regarless of its length).

Core.Object
|   
+-- Engine.AnimNode
   |   
   +-- Engine.AnimNodeBlendBase
      |   
      +-- Engine.AnimNodeSynch

Variables Summary
AnimNodeSynch
Array<SynchGroup>Groups
Inherited Variables from Engine.AnimNodeBlendBase
bFixNumChildren, Children
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

Enumerations Summary
Inherited Enumerations from Engine.AnimNode
ESliderType

Structures Summary
SynchGroup
SeqNodes, MasterNode, GroupName, bFireSlaveNotifies, RateScale
Inherited Structures from Engine.AnimNodeBlendBase
AnimBlendChild
Inherited Structures from Engine.AnimNode
BoneAtom

Functions Summary
function AddNodeToGroup (AnimNodeSequence SeqNode, Name GroupName)
function ForceRelativePosition (Name GroupName, FLOAT RelativePosition)
functionAnimNodeSequence GetMasterNodeOfGroup (Name GroupName)
functionfloat GetRelativePosition (Name GroupName)
function RemoveNodeFromGroup (AnimNodeSequence SeqNode, Name GroupName)
function SetGroupRateScale (Name GroupName, FLOAT NewRateScale)
Inherited Functions from Engine.AnimNodeBlendBase
PlayAnim, StopAnim
Inherited Functions from Engine.AnimNode
FindAnimNode, OnBecomeRelevant, OnCeaseRelevant, OnInit, PlayAnim, StopAnim


Variables Detail

AnimNodeSynch

Groups Source code

var(AnimNodeSynch) Array<SynchGroup> Groups;
List of groups to synchronize


Structures Detail

SynchGroup Source code

struct SynchGroup
{
var(AnimNodeSynch) bool bFireSlaveNotifies;
var(AnimNodeSynch) Name GroupName;
var transient AnimNodeSequence MasterNode;
var(AnimNodeSynch) float RateScale;
var Array<AnimNodeSequence> SeqNodes;
};
definition of a group of AnimNodeSequence to synchronize together
bFireSlaveNotifies:
If FALSE, do not trigger slave nodes notifies.
GroupName:
Name of group.
MasterNode:
Last master node used, do not search for a new one, if this one has a full weight...
RateScale:
Rate Scale
SeqNodes:
Cached array of anim node sequence nodes to synchronize


Functions Detail

AddNodeToGroup Source code

native final function AddNodeToGroup ( AnimNodeSequence SeqNode, Name GroupName )
Add a node to an existing group

ForceRelativePosition Source code

native final function ForceRelativePosition ( Name GroupName, FLOAT RelativePosition )
Force a group at a relative position.

GetMasterNodeOfGroup Source code

native final function AnimNodeSequence GetMasterNodeOfGroup ( Name GroupName )
Accesses the Master Node driving a given group

GetRelativePosition Source code

native final function float GetRelativePosition ( Name GroupName )
Get the relative position of a group.

RemoveNodeFromGroup Source code

native final function RemoveNodeFromGroup ( AnimNodeSequence SeqNode, Name GroupName )
Remove a node from an existing group

SetGroupRateScale Source code

native final function SetGroupRateScale ( Name GroupName, FLOAT NewRateScale )
Adjust the Rate Scale of a group


Defaultproperties

defaultproperties
{
   Children(0)=(Name="Input",Weight=1.000000)
   bFixNumChildren=True
   Name="Default__AnimNodeSynch"
   ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase'
}

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Creation time: sk 18-3-2018 10:00:35.039 - Created with UnCodeX