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