UE3 - UDK weapon animtree help (UDK-new)

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

beauchelain

New Member
Dec 13, 2011
2
0
0
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;

}

50AnimTree.jpg


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