Skip to main content

FB1LocomotionTableRow

Overview

  • A table row defining locomotion animations for a character, including idle, walk, jog, swim, and turn animations filtered by gender and growth step.

Metadata

FieldValue
Kindstruct
EnvironmentB1 - Presentation
Categorystructs
ExtendsFB1TableRowBase

Properties (51)

NameTypeDescription
AnimGrowthStepEB1AnimGrowthStepAnimation growth step filter for which this locomotion set applies.
DiveIdleUAnimSequenceBaseIdle animation played while diving.
DiveWalkUAnimSequenceBaseWalk(cycle) animation played while diving.
EmotionWalkRandomAnimsFB1EmotionRandomAnimationInfo[]Random walk animations selected by emotion.
GenderEB1GenderTypeGender filter for which this locomotion set applies.
IdleAnimUAnimSequenceBaseIdle animation played when the character is standing still.
IdleRandomAnimsFB1EmotionRandomAnimationInfo[]Random idle animations selected by emotion.
JogAnimUAnimSequenceBaseBase jog cycle animation.
JogStartAnimstable<EB1Anim_Direction, UAnimSequenceBase>Jog start animations indexed by direction.
JogStopUAnimSequenceBaseStandard jog stop animation.
JogStop_BlockUAnimSequenceBaseJog stop animation when both feet are blocked.
JogToWalk_LFUAnimSequenceBaseTransition animation from jog to walk when the left foot leads.
JogToWalk_RFUAnimSequenceBaseTransition animation from jog to walk when the right foot leads.
JogTurn_LFtable<EB1Anim_Direction, UAnimSequenceBase>Jog turn animations per direction when left foot leads.
JogTurn_RFtable<EB1Anim_Direction, UAnimSequenceBase>Jog turn animations per direction when right foot leads.
JumpFallLoopUAnimSequenceBaseJump/Freefall: looping fall animation, played while descending.
JumpLandLightUAnimSequenceBaseJump: light landing (short fall, resume walking).
JumpLandRunUAnimSequenceBaseJump: running landing (kept forward momentum).
JumpRunningApexUAnimSequenceBaseJump: running apex animation, holds at peak of running jump until fall begins.
JumpRunningStartUAnimSequenceBaseJump: running start animation, plays when jump was requested while jogging/running.
JumpStandingApexUAnimSequenceBaseJump: standing (in-place) apex animation, holds at peak until fall begins.
JumpStandingStartUAnimSequenceBaseJump: standing (in-place) start animation, plays from ground until apex clip picks up.
MaxWalkLoopCountintegerMaximum number of walk loop repetitions.
MinWalkLoopCountintegerMinimum number of walk loop repetitions before transition is allowed.
OneStepstable<EB1Anim_OneStep, UAnimMontage>One-step montages per one-step direction.
PaddlingEndUAnimSequenceBaseEnd(stop) animation played when paddling stops.
PaddlingIdleUAnimSequenceBaseIdle animation played while paddling (surfing).
PaddlingStartUAnimSequenceBaseStart animation played when paddling begins.
PaddlingWalkUAnimSequenceBaseWalk(cycle) animation played while paddling.
SwimIdleUAnimSequenceBaseIdle animation played while swimming.
SwimJogUAnimSequenceBaseJog animation played while swimming.
SwimJogStartAnimstable<EB1Anim_Direction, UAnimSequenceBase>Swim jog start animations indexed by direction.
SwimJogStopUAnimSequenceBaseSwim jog stop animation.
SwimJogToSwimWalkUAnimSequenceBaseTransition from swim jog to swim walk.
SwimWalkUAnimSequenceBaseWalk animation played while swimming.
SwimWalkStartAnimstable<EB1Anim_Direction, UAnimSequenceBase>Swim walk start animations indexed by direction.
SwimWalkStopUAnimSequenceBaseWalk stop animation played while swimming.
SwimWalkToSwimJogUAnimSequenceBaseTransition from swim walk to swim jog.
TurnInPlacestable<EB1Anim_TurnStop, UAnimMontage>Turn-in-place montages per turn stop type.
TurnStopstable<EB1Anim_TurnStop, UAnimMontage>Turn stop montages per turn stop type.
WalkAnimUAnimSequenceBaseBase walk cycle animation.
WalkRandomAnimsFB1GrowthRandomAnimationInfo[]Random walk cycle animations selected by growth step.
WalkSlopeAnimstable<EB1Anim_Slope, UAnimSequenceBase>Walk animations for different slope inclinations.
WalkStartAnimstable<EB1Anim_Direction, UAnimSequenceBase>Walk start animations indexed by direction.
WalkStop_BlockUAnimSequenceBaseWalk stop animation played when both feet are blocked.
WalkStop_LFUAnimSequenceBaseWalk stop animation when the left foot is forward.
WalkStop_RFUAnimSequenceBaseWalk stop animation when the right foot is forward.
WalkToJog_LFUAnimSequenceBaseTransition animation from walk to jog when the left foot leads.
WalkToJog_RFUAnimSequenceBaseTransition animation from walk to jog when the right foot leads.
WalkTurn_LFtable<EB1Anim_Direction, UAnimSequenceBase>Walk turn animations per direction when left foot leads.
WalkTurn_RFtable<EB1Anim_Direction, UAnimSequenceBase>Walk turn animations per direction when right foot leads.