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

Supported properties

TransitionPriority Orderis supportedBidirectionalis unsupportedBlend Logicis unsupported (always assumes a Standard Blend)Transition Rule Sharingis unsupportedTransition rules themselves are covered below
Automatic Rule Based On Sequence Player In Stateis supportedAutomatic Rule Trigger Timeis supported (both nonnegative and negative configurations)Sync Group Name to Require Valid Markers Ruleis unsupported
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::CrossfadeDurationconstant)
Events
Notifications
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 == 1AnimVar.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 inputsAnim Var inputs generally supported
As noted here, Boolean variables are all internally represented as float, so care around precision may be needed in comparisons
Timestamp tests on state machineGet Relevant Anim Time
Get Relevant Anim Time Fraction
Get Relevant Anim Time Remaining
Get Relevant Anim Time Remaining Fraction
Timestamp tests on asset playerCurrent Time
Current Time (ratio)
Time Remaining
Time Remaining (ratio)
Comparisons
Floating point comparisons: <,<=,=,!=,>=,>
Non-floating point comparisons (e.g. enums), unsupported
In Rangenode supported on float and integer types
Logical Ops Supported
And
Or
Xor
Not
Misc
Macros
Struct breaking (e.g. extracting a component from a vector)
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