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  • Transition Properties
  • Transition Rules

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  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. Crowd Rendering
  5. Crowd Animation
  6. Crowd Anim Blueprint
  7. Reference Guide - ABP Nodes

Transitions

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Last updated 2 months ago

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Transition Properties

Not a node as such, but this covers the properties on transitions:

Supported properties

    • Priority Order is supported

    • Bidirectional is unsupported

    • Blend Logic is unsupported (always assumes a Standard Blend)

    • Transition Rule Sharing is unsupported

    • Automatic Rule Based On Sequence Player In State is supported

    • Automatic Rule Trigger Time is supported (both nonnegative and negative configurations)

    • Sync Group Name to Require Valid Markers Rule is unsupported

Transition Rules

Simple transition rules can be achieved through comparisons on one or more inputs combined with logical operations.

For example, the following kinds of expressions would be supported

  • AnimVar.IsMoving == 1

  • AnimVar.HasLowGravity != 0

  • (Get Relevant Anim Time > 0.4) & (AnimVar.IsJogging == 1)

where the expressions are all of the form [Input] [Comparison] [Constant]. The last case is simply a logical combination of two of these, which also fine.

Variables Supported

    • Anim Var inputs generally supported

    • Get Relevant Anim Time

    • Get Relevant Anim Time Fraction

    • Get Relevant Anim Time Remaining

    • Get Relevant Anim Time Remaining Fraction

    • Current Time

    • Current Time (ratio)

    • Time Remaining

    • Time Remaining (ratio)

Comparisons

Logical Ops Supported

Misc

Transition

Transition rules themselves are

Blend Settings

Note: Blend settings are always assumed to be a linear transition over 0.2s whenever a state change occurs within the crowd (see CrowdAnimBlueprintCommon::CrossfadeDuration constant)

Events

Notifications

Anim Var inputs

As noted , Boolean variables are all internally represented as float, so care around precision may be needed in comparisons

Timestamp tests on state machine

Timestamp tests on asset player

Floating point comparisons: <, <=, =, !=, >=, >

Non-floating point comparisons (e.g. enums), unsupported

In Range node supported on float and integer types

And

Or

Xor

Not

Macros

Struct breaking (e.g. extracting a component from a vector)

covered below
here
A Transition
Transition Properties
A simple transition rule just reading a single Anim Var property via a macro
A more complex transition rule reading two properties with some logic