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#1 |
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Registered User
Join Date: Dec. 13th, 2011
Posts: 2
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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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