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Old 8th May 2012, 03:23 PM   #1
beauchelain
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Join Date: Dec. 13th, 2011
Posts: 2
weapon animtree help (UDK-new)

Hi, I would like to ask What is wrong on my Weapon AnimTree



Code:
class UTWeap_Experimental extends UTWeapon;

var AnimNodeBlend ExpAnimNodeBlend;
var UDKSkeletalMeshComponent ExpSkeletonFirstPersonMesh;
var(Animations) name NameOfExperimentalAnimNode;

simulated event Destroyed()
{
  Super.Destroyed();

  ExpAnimNodeBlend = None;
}


simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
  ExpAnimNodeBlend = AnimNodeBlend(ExpSkeletonFirstPersonMesh.FindAnimNode('NameOfExperimentalAnimNode'));
}

exec function GetExperimental()
{
ExpAnimNodeBlend.SetBlendTarget( 0, 0.35 );
}

exec function ReverseExperimental()
{
ExpAnimNodeBlend.SetBlendTarget( 1, 0.35 );
}

defaultproperties
{

NameOfExperimentalAnimNode=ExperimentalNodeI
	//Weapon SkeletalMesh
	Begin Object class=AnimNodeSequence Name=MeshSequenceA
	End Object

	// Weapon SkeletalMesh
	Begin Object Name=FirstPersonMesh
		SkeletalMesh=SkeletalMesh'Content.Weapons.SK_WP_Sig552'
		AnimTreeTemplate=AnimTree'Content.Weapons.A_Sig552'
                AnimSets(0)=AnimSet'Content.Weapons.K_WP_Sig552'
		Animations=MeshSequenceA
		//Rotation=(Yaw=-16384)
		FOV=60.0
	End Object
      ExpSkeletonFirstPersonMesh = FirstPersonMesh;

}


When I start game and pres key bind to my exec function so nothing happen

result of getall is:
0) UTWeap_Experimental UEDPIEWeaponTestPolygon.TheWorld:PersistentLevel.UTWeap_Experimental_0_ExpAnimNodeBlend = None
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