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Engine.CameraAnimInst

Extends
Object
Modifiers
notplaceable native

CameraAnim: defines a pre-packaged animation to be played on a camera. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.CameraAnimInst

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

Variables Summary
boolbBlendingIn
boolbBlendingOut
boolbFinished
floatBlendInTime
floatBlendOutTime
boolbLooping
CameraAnimCamAnim
floatCurBlendInTime
floatCurBlendOutTime
floatCurrentBlendWeight
floatCurTime
InterpGroupInstInterpGroupInst
InterpTrackInstMoveMoveInst
InterpTrackMoveMoveTrack
floatPlayRate
floatPlayScale
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
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
function AdvanceAnim (float DeltaTime, bool bJump)
function Play (CameraAnim Anim, Actor CamActor, float InRate, float InScale, float InBlendInTime, float InBlendOutTime, bool bInLoop, bool bRandomStartTime)
function Stop (optional bool bImmediate)
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

bBlendingIn Source code

var protected transient bool bBlendingIn;
True if currently blending in.

bBlendingOut Source code

var protected transient bool bBlendingOut;
True if currently blending out.

bFinished Source code

var transient bool bFinished;
True if the animation has finished, false otherwise.

BlendInTime Source code

var protected float BlendInTime;
Time to interpolate in from zero, for smooth starts.

BlendOutTime Source code

var protected float BlendOutTime;
Time to interpolate out to zero, for smooth finishes.

bLooping Source code

var protected transient bool bLooping;
True if the animation should loop, false otherwise.

CamAnim Source code

var CameraAnim CamAnim;
which CameraAnim this is an instance of

CurBlendInTime Source code

var protected transient float CurBlendInTime;
Current time for the blend-in. I.e. how long we have been blending.

CurBlendOutTime Source code

var protected transient float CurBlendOutTime;
Current time for the blend-out. I.e. how long we have been blending.

CurrentBlendWeight Source code

var float CurrentBlendWeight;

CurTime Source code

var protected transient float CurTime;
Current time for the animation

InterpGroupInst Source code

var protected instanced InterpGroupInst InterpGroupInst;
the InterpGroupInst used to do the interpolation

MoveInst Source code

var InterpTrackInstMove MoveInst;

MoveTrack Source code

var InterpTrackMove MoveTrack;
cached movement track from the currently playing anim so we don't have to go find it every frame

PlayRate Source code

var protected float PlayRate;
Multiplier for playback rate. 1.0 = normal.

PlayScale Source code

var float PlayScale;
"Intensity" scalar.


Functions Detail

AdvanceAnim Source code

native function AdvanceAnim ( float DeltaTime, bool bJump )
advances the animation by the specified time - updates any modified interp properties, moves the group actor, etc

Play Source code

native final function Play ( CameraAnim Anim, Actor CamActor, float InRate, float InScale, float InBlendInTime, float InBlendOutTime, bool bInLoop, bool bRandomStartTime )
Starts this instance playing the specified CameraAnim. CamAnim: The animation that should play on this instance. CamActor: The Actor that will be modified by this animation. InRate: How fast to play the animation. 1.f is normal. InScale: How intense to play the animation. 1.f is normal. InBlendInTime: Time over which to linearly ramp in. InBlendInTime: Time over which to linearly ramp out. bInLoop: Whether or not to loop the animation. bRandomStartTime: Whether or not to choose a random time to start playing. Only really makes sense for bLoop = TRUE;

Stop Source code

native final function Stop ( optional bool bImmediate )
Stops this instance playing whatever animation it is playing.


Defaultproperties

defaultproperties
{
   Begin Object Class=InterpGroupInst Name=InterpGroupInst0 ObjName=InterpGroupInst0 Archetype=InterpGroupInst'Engine.Default__InterpGroupInst'
      Name="InterpGroupInst0"
      ObjectArchetype=InterpGroupInst'Engine.Default__InterpGroupInst'
   End Object
   InterpGroupInst=InterpGroupInst'Engine.Default__CameraAnimInst:InterpGroupInst0'
   PlayRate=1.000000
   Name="Default__CameraAnimInst"
   ObjectArchetype=Object'Core.Default__Object'
}

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Creation time: sk 18-3-2018 10:00:35.355 - Created with UnCodeX