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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.SeqAct_Latent | +-- Engine.SeqAct_PlayCameraAnim
UTSeqAct_DemoPlayCameraAnim
Variables Summary | |
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float | AnimTimeRemaining |
bool | bStopped |
SeqAct_PlayCameraAnim | |
float | BlendInTime |
float | BlendOutTime |
bool | bLoop |
bool | bRandomStartTime |
CameraAnim | CameraAnim |
float | IntensityScale |
float | Rate |
Inherited Variables from Engine.SeqAct_Latent |
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bAborted, LatentActors |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Functions Summary |
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Inherited Functions from Engine.SeqAct_Latent |
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AbortFor, Update |
Variables Detail |
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Internal. Time remaining in the animation, in seconds. Used to fire the Finished output at the appropriate time.
Internal. True if this action was stopped via the stop input, false if still playing or it stopped naturally.
Time to interpolate in from zero, for smooth starts.
Time to interpolate out to zero, for smooth finishes.
True to loop the animation, false otherwise.
True to start the animation at a random time (good for things like looping shakes)
Reference to CameraAnim to play. Note that specified Pawn/Controller must be using an AnimatedCamera.
Scalar for intensity. 1.0 is normal.
Rate to play. 1.0 is normal.
Defaultproperties |
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defaultproperties { BlendInTime=0.200000 BlendOutTime=0.200000 Rate=1.000000 IntensityScale=1.000000 InputLinks(0)=(LinkDesc="Play") InputLinks(1)=(LinkDesc="Stop") OutputLinks(0)=(LinkDesc="Out") OutputLinks(1)=(LinkDesc="Finished") OutputLinks(2)=(LinkDesc="Stopped") ObjName="Play CameraAnim" ObjCategory="Camera" Name="Default__SeqAct_PlayCameraAnim" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
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