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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.AnimNode
|
+-- Engine.AnimNodeBlendBase
|
+-- Engine.AnimNodeBlend
|
+-- Engine.AnimNodeBlendPerBone
|
+-- UTGame.UTAnimBlendByCollision
| Variables Summary | |
|---|---|
| bool | bForceBlend |
| bool | bPulseBlend |
| actor | LastHitActor |
| vector | LastHitLocation |
| float | PulseDelay |
| UTAnimBlendByCollision | |
| float | TraceAdjustment |
| float | TraceDistance |
| name | TraceSocket |
| Inherited Variables from Engine.AnimNodeBlendPerBone |
|---|
| bForceLocalSpaceBlend, BranchStartBoneName, Child2PerBoneWeight, LocalToCompReqBones |
| Inherited Variables from Engine.AnimNodeBlend |
|---|
| BlendTimeToGo, Child2Weight, Child2WeightTarget |
| Functions Summary | ||
|---|---|---|
![]() | Pulse (float Delay)) | |
![]() | SetForceBlend (bool bForce, optional float Rate)) | |
| Inherited Functions from Engine.AnimNodeBlend |
|---|
| SetBlendTarget |
| Variables Detail |
|---|
If true, this node will override the collision setting and force the blend
If true, this node will pulse it's blend one time
Holds a reference to the last actor hit during the trace
How long after going to blend do we go back
The final distance will be adjusted by this amount
How far forward should we trace
Name of the socket on the parent mesh to perform the trace from
| Functions Detail |
|---|
Pulse Source code
SetForceBlend Source code| Defaultproperties |
|---|
defaultproperties
{
TraceAdjustment=300.000000
PulseDelay=0.330000
Children(0)=(Name="Not Colliding")
Children(1)=(Name="Colliding")
Name="Default__UTAnimBlendByCollision"
ObjectArchetype=AnimNodeBlendPerBone'Engine.Default__AnimNodeBlendPerBone'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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