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StateAnimTransitionData

Value struct

Class Documentation

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One transition out of a StateAnimClipData state. A transition passes when all three of these hold:

  1. The state has run for at least TransitionDelaySwitchTime.
  2. The child of the state has ended, or CanTransitionMidPlay is true.
  3. Condition is true, or is not set.

The state then plays TargetClipName as a new clip, at speed 1, and stops. The other properties set how the target starts.

Properties

CanTransitionMidPlay

Bool = true
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When true, which is the default, the transition can pass while the child of the state still plays. When false, it can pass only after the child has ended or has been replaced, or when the state has no child.

Condition

Pointer<ILogicBoolDriver> = null
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A bool driver that must be true for the transition to pass. It is evaluated for the object that owns the graph, and only after the delay and the mid-play test have passed.

Not set: the condition counts as true.

DontStompTransitionClip

Bool = false
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Keeps a transition clip that already plays. Same as ConditionBoolClipData.DontStompTransitionClip.

PauseOnEnd

Bool = false
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When true, a target that does not loop stays on its last frame when it reaches its end, and keeps playing that frame. When false, the target is finished at its end.

PlayAnimChangeFromBeginning

Bool = true
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When true, which is the default, the target starts at its beginning. When false and the child of the state still plays, the target starts at the same fraction of its length as the child had reached.

SyncFrameOnChangeAnim

Bool = false
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Changes the start position that the target takes from the child. It is read only when PlayAnimChangeFromBeginning is false. It works like ConditionBoolClipData.SyncFrameOnChangeAnim: the number of seconds the child has played is used as the fraction of the target's length.

TargetClipName

Hash = "0x0"
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The clip to play, as a key of AnimationGraphData.mClipDataMap. It is normally another StateAnimClipData, but it can be any clip of the graph.

The target loops when the mFlags of the state that is left are not 0.

TransitionDelaySwitchTime

F32 = 0
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The minimum time the state must have run before this transition can pass, in seconds. The time counts from the start of the state's child.

blend

Bool = true
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When true, which is the default, the target cross-fades in with the time from AnimationGraphData.mBlendDataTable. When false, the target starts with an immediate cut.

Referenced by 1 class · 1 property