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Blend Mode Out
Select the Mode used when blending out of the Montage. You can select either Standard and Initialization.
Blend In
When assigning blend behaviors, into an Animation Montage, you can set the following options in this property: Blend Time: Set the blend time in sections, to dictate the duration of the blend to occur. Blend Option: Select the method to which the blending will be performed. Custom Curve: Assign a custom curve asset to be referenced when performing a blend.
Blend Out
When assigning blend behaviors, out of an Animation Montage, you can set the following options in this property: Blend Time: Set the blend time in sections, to dictate the duration of the blend to occur. Blend Option: Select the method to which the blending will be performed. Custom Curve: Assign a custom curve asset to be referenced when performing a blend.
Blend Out Trigger Time
Set the threshold for a blend out process to begin. The assignable value is the time (in seconds) from the end of the Montage. Using a value of less than 0 results in using BlendOutTime, so BlendOut finishes as the Montage ends. Using a value greater than or equal to 0 results in using the Montage End subtracting the BlendOutTriggerTime to trigger blend out.
Enable Auto Blend Out
When toggled, the montage automatically blends out when the montage reaches its end. When disabled, no blending will occur and the final pose will last until stopped explicitly by another function.
Blend Profile In
Select the Blend Profile to use when Blending In to the Montage. For more information on Blend Profiles, refer to the Blend Profiles documentation.
Blend Profile Out
Select the Blend Profile to use when Blending Out of the Montage. For more information on Blend Profiles, refer to the Blend Profiles documentation.
Sync Group
Define the name of the Sync Group the Montage is a part of. For more information about Sync Groups and using them in conjunction with Animation Montages, see the Sync Groups documentation.
Sync Slot Index
Define the Sync Group Slot Index. For more information about Sync Groups and using them in conjunction with Animation Montages, see the Sync Groups documentation.
Time Stretch Curve
With Time Stretch Curves you can specify play-rate adjustments using an Animation Curve during animation playback. A Time Stretch Curves will only be referenced during playback when the montage has a non-default play rate. In this property you can define the following properties. Sampling Rate: Desired Sampling rate of the above curve. This will be rounded off so we sample the whole curve with a fixed time step. Curve Value Min Precision: Minimum delta allowed between consecutive sampled segments. Below this value, segments will be combined to optimize the number of markers. Markers: Lists an optimized array of markers.
Time Stretch Curve Name
Define the name of the Time Stretch Curve you want to use to affect the Animation Montage playback.
Section Name
Reference or rename the selected section.
Next Section Name
Reference the next section from the selected section as defined in the Montage Section panel.
Slot Index
Definable Slot Index value that can be referenced when using a Linked Montage.
Link Method
When using Linked Montages, you can define the Link Method in this property as well as in the Right-Click context menu on the relevant Animation Sequence. Refer to the Set Elements To… property in the Adding Animations section.
Linked Sequence
Reference of the Animation Sequence the Notify is linked to.
Animation Reference
Lists the Animation Sequence to play when the selected segment is activated.
Start Time
Indicates the Start Time in seconds of the selected Animation in relation to the Sequence.
End Time
Lists the End Time of the selected Animation in seconds in relation to the Sequence.
Play Rate
Factor of Play Rate. Where a value of 2 makes the montage playback at double speed, while a value of 0.5 plays back at half speed.
Loop Count
Define the number of Loops the Animation performs by default. Changing this value alters the Animation in the Montage, resulting in any loops to be innate to the Animation. To have a dynamic looping Animation, you should set any Animation to only perform one loop, and use game logic to decide how many loops should be performed based on context.
Preview Window
With the Preview Window you can see a preview of the animation playback on the mesh. You can pause or play this animation preview with the Play/Pause button. You can also scrub through the animation using the simplified timeline under the preview window.
Start Position
Lists the Start Position, in seconds, in relation to the entire Montage. The first animation in an Animation Montage must have a Start Time of 0.
Remarks
For Notify properties, see theAnimation Notifiesdocumentation.
Actors
An Actor is any object that can be placed into a level, such as a Camera, static mesh, or player start location. Actors support 3D transformations such as translation, rotation, and scaling. They can be created (spawned) and destroyed through gameplay code (C++ or Blueprints).