Class BlendSpaceBase
Allows multiple animations to be blended between based on input parameters
Inherited Members
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class BlendSpaceBase : AnimationAsset
Properties
| Improve this Doc View SourceAnimLength
This animation length changes based on current input (resulting in different blend time)*
Declaration
public float AnimLength { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
BlendParameters
Blend Parameters for each axis. *
Declaration
public BlendParameter BlendParameters { get; set; }
Property Value
Type | Description |
---|---|
BlendParameter |
bRotationBlendInMeshSpace
Declaration
public bool bRotationBlendInMeshSpace { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static BlendSpaceBase DefaultObject { get; }
Property Value
Type | Description |
---|---|
BlendSpaceBase |
InterpolationParam
Input interpolation parameter for all 3 axis, for each axis input, decide how you'd like to interpolate input to
Declaration
public InterpolationParameter InterpolationParam { get; set; }
Property Value
Type | Description |
---|---|
InterpolationParameter |
NotifyTriggerMode
The current mode used by the blendspace to decide which animation notifies to fire.
Declaration
public byte NotifyTriggerMode { get; set; }
Property Value
Type | Description |
---|---|
System.Byte |
Remarks
Valid options are:
- AllAnimations - All notify events will fire
- HighestWeightedAnimation - Notify events will only fire from the highest weighted animation
- None - No notify events will fire from any animations
PreviewBasePose
Preview Base pose for additive BlendSpace *
Declaration
public AnimSequence PreviewBasePose { get; set; }
Property Value
Type | Description |
---|---|
AnimSequence |
SampleIndexWithMarkers
Track index to get marker data from.
Declaration
public int SampleIndexWithMarkers { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
Remarks
Samples are tested for the suitability of marker based sync during load and if we can use marker based sync we cache an index to a representative sample here
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
TargetWeightInterpolationSpeedPerSec
Target weight interpolation.
Declaration
public float TargetWeightInterpolationSpeedPerSec { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
When target samples are set, how fast you'd like to get to target. Improve target blending. i.e. for locomotion, if you interpolate input, when you move from left to right rapidly, you'll interpolate through forward, but if you use target weight interpolation, you'll skip forward, but interpolate between left to right
Methods
| Improve this Doc View SourceNew(UObject, Name)
Spawn an object of this class
Declaration
public static BlendSpaceBase New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
BlendSpaceBase |
Operators
| Improve this Doc View SourceImplicit(IntPtr to BlendSpaceBase)
Convert from IntPtr to UObject
Declaration
public static implicit operator BlendSpaceBase(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
BlendSpaceBase |