| bAlwaysResetOnEntry |
bool |
Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight. |
Animation/AnimStateMachineTypes.h |
|
| bIsAConduit |
bool |
|
Animation/AnimStateMachineTypes.h |
|
| EndNotify |
int32 |
|
Animation/AnimStateMachineTypes.h |
|
| EntryRuleNodeIndex |
int32 |
|
Animation/AnimStateMachineTypes.h |
|
| FullyBlendedNotify |
int32 |
|
Animation/AnimStateMachineTypes.h |
|
| LayerNodeIndices |
TArray< int32 > |
Indices into the property array for layer nodes in the state. |
Animation/AnimStateMachineTypes.h |
|
| PlayerNodeIndices |
TArray< int32 > |
Indices into the property array for player nodes in the state. |
Animation/AnimStateMachineTypes.h |
|
| StartNotify |
int32 |
|
Animation/AnimStateMachineTypes.h |
|
| StateName |
FName |
The name of this state. |
Animation/AnimStateMachineTypes.h |
|
| StateRootNodeIndex |
int32 |
The root node index (into the AnimNodeProperties array of the UAnimBlueprintGeneratedClass) |
Animation/AnimStateMachineTypes.h |
|
| Transitions |
TArray< FBakedStateExitTransition > |
Set of legal transitions out of this state; already in priority order. |
Animation/AnimStateMachineTypes.h |
|