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2. Unzip the package to the Plugins folder in engine folder, e.g. `C:\Program Files\Epic Games\UE_4.27\Engine\Plugins`;
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3. Restart the project;
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@@ -27,34 +27,99 @@ In this case the plugin can be used for any blueprint project.
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The plugin contains:
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1. RotationAnimationComponent;
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2. FloatingAnimationComponent;
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3. EaseAnimationComponent;
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4. TimelineAnimationComponent;
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5. SplineAnimationComponent;
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1. EaseAnimationComponent;
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2. EasingAnimationSceneComponent;
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3. FollowAnimationComponent;
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4. OscillationAnimationComponent;
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5. RotationAnimationComponent;
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6. SplineAnimationComponent;
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7. TimelineAnimationComponent;
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### RotationAnimationComponent
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### EaseAnimationComponent
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A scene component which rotates along the chosen axis.
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An actor component which can animate owners location, rotation and scale using easing functions.
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#### Variables
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1.`RotateX` - toggle rotation along the X axis;
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2.`RotateY` - toggle rotation along the Y axis;
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3.`RotateZ` - toggle rotation along the Z axis;
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4.`RotationSpeed` - determines the rotation speed along each axis;
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1.`AutoPlay` - toggles if the animation will start on begin play or not;
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2.`bPlayFromEnd` - if true, PlayFromEnd function will be called on begin play, else PlayFromStart;
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3.`AnimationBehavior` - Determines behavior of the animation:
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-`Normal` plays once;
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-`Loop` loops normal behavior;
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-`AdditiveLoop` increment target values by their initial value each cycle;
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-`PingPong` animates from initial values to target and back;
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4.`EaseFunction` - ease function which will be used for the animation;
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5.`TargetLocation` - target world location of the animation;
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6.`TargetRotation` - target world rotation of the animation;
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7.`TargetScale` - target world scale of the animation;
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8.`Duration` - animation duration;
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9.`IsPlaying` - shows if the animation is playing;
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#### Functions
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1.`SetIsRotating` - toggles rotation along XYZ axis;
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1.`PlayFromStart` - starts the animation from initial location/rotation/scale;
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2.`PlayFromEnd` - start the animation from target location/rotation/scale;
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3.`Stop` - stops the animation;
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#### Delegates
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1.`OnAnimationFinished` - called when the animation cycle finished;
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### EasingAnimationComponent
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A scene component which can animate its location, rotation and scale using easing functions.
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#### Variables
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1.`AutoPlay` - toggles if the animation will start on begin play or not;
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2.`bPlayFromEnd` - if true, PlayFromEnd function will be called on begin play, else PlayFromStart;
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3.`AnimationBehavior` - Determines behavior of the animation:
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-`Normal` plays once;
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-`Loop` loops normal behavior;
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-`AdditiveLoop` increment target values by their initial value each cycle;
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-`PingPong` animates from initial values to target and back;
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4.`EaseFunction` - ease function which will be used for the animation;
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5.`TargetLocation` - target relative location of the animation;
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6.`TargetRotation` - target relative rotation of the animation;
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7.`TargetScale` - target relative scale of the animation;
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8.`Duration` - animation duration;
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9.`IsPlaying` - shows if the animation is playing;
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#### Functions
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1.`PlayFromStart` - starts the animation from initial location/rotation/scale;
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2.`PlayFromEnd` - start the animation from target location/rotation/scale;
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3.`Stop` - stops the animation;
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#### Delegates
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1.`OnAnimationFinished` - called when the animation cycle finished;
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### FollowAnimationComponent
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A component which interpolates an owning actor location towards a target location/actor.
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#### Variables
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1.`FollowActor` - toggles if the component will interpolate position towards a target actor or a specific location;
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2.`TargetActor` - an actor which world location will be used as a target location;
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3.`Location` - the world location which will be used as a target location;
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4.`TargetLocationOffsetz` - location offset relative to the target location;
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5.`Speed` - determines the speed of interpolation;
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6.`IsFollowing` - shows if the component follows the target location;
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#### Functions
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1.`StartFollowing` - start interpolation;
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2.`StopFollowing` - stops interpolation;
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### OscillationAnimationComponent
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A scene component which create oscillation animation for location, rotation and scale.
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#### Variables
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1.`IsEnable` - toggles all the animations;
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1.`IsEnabled` - toggles all the animations;
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2. For location, rotation, scale:
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1.`AnimateX` - toggle animation along X axis;
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2.`AnimateY` - toggle animation along Y axis;
@@ -64,56 +129,22 @@ A scene component which create oscillation animation for location, rotation and
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#### Functions
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1.`SetIsFloating` - toggles floating animation along XYZ axis;
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### EaseAnimationComponent
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An actor component which moves the actor towards a target using interpolation functions.
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#### Variables
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1.`SetIsEnabled` - toggles oscillation animation;
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1.`IsEnabled` - toggles the easing animation;
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2.`FollowActor` - switches between using location from a target actor or a specific world location.
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3.`TargetActor` - an actor which world location will be used as a target location;
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4.`SpecificLocation` - a world location which will be used as a target location;
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5.`LocationOffset` - location offset relative to the target location;
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6.`EasingFunction` - a type of the function which will be used for moving an owner;
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7.`Alpha` - determines the speed of the movement;
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8.`Exponent` - blend exponent, used only with EaseIn, EaseOut, EaseInOut easing functions. The higher the steeper the graph.
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9.`SubSteps` - the number of substeps for the Step easing function;
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### TimelineAnimationComponent
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An actor component which animates transforms of the chosen scene components of an actor using a timeline.
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#### Setup
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### RotationAnimationComponent
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1. Add the component to the chosen actor;
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2. Fill the `AnimatedComponents` array using the `SetAnimatedComponents` function in the construction script;
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* Only for scene components;
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* Omits nullptr entries;
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3. Fill the `TransformOffsets` array by hand;
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* The number of offsets must be equal to the number of animated components;
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4. Create or use the existing curve float object for the `AnimationCurve` variable;
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5. Setup animation behavior in blueprints;
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A scene component which rotates along the chosen axis.
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#### Variables
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1.`InitialState` - the initial state of the animation on begin play;
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2.`AnimationTime` - the length of the animation;
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3.`AnimationCurve` - a float curve object used by the timeline component for the animation. It's better to use a curve with length equal 1.f;
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4.`AnimateWholeActor` - if true, the whole actor will be animated. Doesn't require call of `SetAnimatedComponents`;
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5.`TransformOffsets` - an array with transform offsets for each scene component in the AnimatedComponents array. The number of offsets must be equal to the number of animated components;
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1.`RotateX` - toggle rotation along the X axis;
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2.`RotateY` - toggle rotation along the Y axis;
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3.`RotateZ` - toggle rotation along the Z axis;
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4.`RotationSpeed` - determines the rotation speed along each axis;
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#### Functions
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1.`Start` - starts the animation;
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2.`Reverse` - reverse the current animation. Works only if current state is a transition state;
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3.`Pause` - pauses the animation;
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4.`Resume` - resumes the animation;
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5.`SetAnimatedComponents` - fills the Animated components array with the chosen scene components. It'll omit nullptr entries;
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6.`CanPlayAnimation` - returns if the animation can be played or not;
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7.`GetAnimationProgress` - returns progress of the animation;
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1.`SetIsRotating` - toggles rotation along XYZ axis;
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### SplineAnimationComponent
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1.`AnimationMode` - a mode which determines how the animation will work;
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2.`SplineActor` - an actor which contains a spline component;
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3.`AnimationCurve` - a float curve object used by the timeline component for the animation;
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* It's better to use a curve with length equal 1.f;
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* It's better to use a curve with length equal 1.f;
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4.`AnimationTime` - length of the animation;
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5.`AnimationSpeed` - used for calculation of the animation time;
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* Great for splines with many points and when the animation time between them must be constant;
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3.`AnimateTo` - animates to the chosen point. Works only in the manual mode;
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4.`Pause` - pauses the animation;
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5.`Resume` - resumes the animation;
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### TimelineAnimationComponent
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An actor component which animates transforms of the chosen scene components of an actor using a timeline.
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#### Setup
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1. Add the component to the chosen actor;
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2. Fill the `AnimatedComponents` array using the `SetAnimatedComponents` function in the construction script;
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* Only for scene components;
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* Omits nullptr entries;
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3. Fill the `TransformOffsets` array by hand;
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* The number of offsets must be equal to the number of animated components;
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4. Create or use the existing curve float object for the `AnimationCurve` variable;
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5. Setup animation behavior in blueprints;
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#### Variables
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1.`InitialState` - the initial state of the animation on begin play;
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2.`AnimationTime` - the length of the animation;
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3.`AnimationCurve` - a float curve object used by the timeline component for the animation. It's better to use a curve with length equal 1.f;
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4.`AnimateWholeActor` - if true, the whole actor will be animated. Doesn't require call of `SetAnimatedComponents`;
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5.`TransformOffsets` - an array with transform offsets for each scene component in the AnimatedComponents array. The number of offsets must be equal to the number of animated components;
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#### Functions
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1.`Start` - starts the animation;
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2.`Reverse` - reverse the current animation. Works only if current state is a transition state;
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3.`Pause` - pauses the animation;
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4.`Resume` - resumes the animation;
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5.`SetAnimatedComponents` - fills the Animated components array with the chosen scene components. It'll omit nullptr entries;
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6.`CanPlayAnimation` - returns if the animation can be played or not;
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7.`GetAnimationProgress` - returns progress of the animation;
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