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UE3 - UDK weapon animtree help (UDK-new)

Discussion in 'Programming' started by beauchelain, May 8, 2012.

  1. beauchelain

    beauchelain New Member

    Joined:
    Dec 13, 2011
    Messages:
    2
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    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;
    
    }
    
    [​IMG]

    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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