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
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+-- Engine.AnimNode
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+-- Engine.AnimNodeBlendBase
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+-- Engine.AnimNodeSynch
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 |
Structures Summary |
SynchGroup SeqNodes, MasterNode, GroupName, bFireSlaveNotifies, RateScale |
AnimNodeSynch
native final function AddNodeToGroup (
AnimNodeSequence SeqNode,
Name GroupName )
native final function ForceRelativePosition ( Name GroupName, FLOAT RelativePosition )
native final function float GetRelativePosition ( Name GroupName )
native final function RemoveNodeFromGroup (
AnimNodeSequence SeqNode,
Name GroupName )
native final function SetGroupRateScale ( Name GroupName, FLOAT NewRateScale )
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