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UTGame.UTAnimBlendByFall

Extends
UTAnimBlendBase
Modifiers
native ( Animation )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.AnimNode
   |   
   +-- Engine.AnimNodeBlendBase
      |   
      +-- Engine.AnimNodeBlendList
         |   
         +-- UTGame.UTAnimBlendBase
            |   
            +-- UTGame.UTAnimBlendByFall

Direct Known Subclasses:

UTAnimBlendByHoverJump

Variables Summary
boolbDidDoubleJump
boolbDodgeFall
UTAnimNodeJumpLeanOffsetCachedLeanNode
EBlendFallTypesFallState
floatLastFallingVelocity
UTAnimBlendByFall
boolbIgnoreDoubleJumps
floatPreLandStartUprightTime
floatPreLandTime
floatToDblJumpUprightTime
Inherited Variables from UTGame.UTAnimBlendBase
BlendTime, ChildBlendTimes, SliderPosition
Inherited Variables from Engine.AnimNodeBlendList
ActiveChildIndex, BlendTimeToGo, bPlayActiveChild, TargetWeight

Enumerations Summary
EBlendFallTypes
FBT_Up, FBT_Down, FBT_PreLand, FBT_Land, FBT_DblJumpUp, FBT_DblJumpDown, FBT_DblJumpPreLand, FBT_DblJumpLand, FBT_None

Functions Summary
Inherited Functions from UTGame.UTAnimBlendBase
GetAnimDuration, GetBlendTime
Inherited Functions from Engine.AnimNodeBlendList
SetActiveChild


Variables Detail

bDidDoubleJump Source code

var transient bool bDidDoubleJump;
True if a double jump was performed and we should use the DblJump states.

bDodgeFall Source code

var bool bDodgeFall;
This fall is used for dodging. When it's true, the Falling node progress through it's states in an alternate manner

CachedLeanNode Source code

var const UTAnimNodeJumpLeanOffset CachedLeanNode;
Cached pointer to parent leaning node.

FallState Source code

var const EBlendFallTypes FallState;
The current state this node believes the pawn to be in

LastFallingVelocity Source code

var const float LastFallingVelocity;
Set internally, this variable holds the size of the velocity at the last tick

UTAnimBlendByFall

bIgnoreDoubleJumps Source code

var(UTAnimBlendByFall) bool bIgnoreDoubleJumps;
If TRUE, double jump versions of the inputs will be ignored.

PreLandStartUprightTime Source code

var(UTAnimBlendByFall) float PreLandStartUprightTime;
Time before landing we should start becoming upright again.

PreLandTime Source code

var(UTAnimBlendByFall) float PreLandTime;
Time before predicted landing to trigger pre-land animation.

ToDblJumpUprightTime Source code

var(UTAnimBlendByFall) float ToDblJumpUprightTime;
Time to become upright when executing double jump.


Enumerations Detail

EBlendFallTypes Source code

enum EBlendFallTypes
{
FBT_Up, FBT_Down, FBT_PreLand, FBT_Land, FBT_DblJumpUp, FBT_DblJumpDown, FBT_DblJumpPreLand, FBT_DblJumpLand, FBT_None
};


Defaultproperties

defaultproperties
{
   FallState=FBT_None
   Children(0)=(Name="Up",Weight=1.000000)
   Children(1)=(Name="Down")
   Children(2)=(Name="Pre-Land")
   Children(3)=(Name="Land")
   Children(4)=(Name="DoubleJump Up")
   Children(5)=(Name="DoubleJump Down")
   Children(6)=(Name="DoubleJump Pre-Land")
   Children(7)=(Name="DoubleJump Land")
   bFixNumChildren=True
   Name="Default__UTAnimBlendByFall"
   ObjectArchetype=UTAnimBlendBase'UTGame.Default__UTAnimBlendBase'
}

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Creation time: sk 18-3-2018 10:00:48.472 - Created with UnCodeX