The animation controller provides nodes to read and write values from and to a blackboard. For this, the game object on which the animation controller component is attached, also needs to hold a blackboard component.
Note: If no blackboad is available, these nodes will output a warning to the log. If a blackboard is available, but the desired entry is not (yet) in the blackboard, they may add the entry or assume a default value of zero.
Set Blackboard Value Node
When activated or deactivated, this node writes a given value to the blackboard.
BlackboardEntry: The name of the blackboard entry (variable) to write to.
SetOnActivation: If true,
ActivationValuewill be written to the blackboard whenever the
Activeinput pin changes from disabled to enabled.
ActivationValue: The value that shall be written to the blackboard, when the
Activepin becomes enabled.
SetOnDeactivation: If true,
DeactivationValuewill be written to the blackboard whenever the
Activeinput pin changes from enabled to disabled.
DeactivationValue: The value that shall be written to the blackboard, when the
Activepin becomes disabled.
- Active: The active state determines when either the
DeactivationValueshall be written to the blackbard. As long as this pin’s state doesn’t change, no value is written.
Check Blackboard Value Node
This node constantly monitors a blackboard value and compares it to a reference value. Whenever the comparison yields
Active output pin is enabled, otherwise disabled.
BlackboardEntry: The name of the blackboard entry (variable) to monitor.
ReferenceValue: A reference value for the comparison.
Comparison: The way the two values get compared.
- Active: This output pin will be triggered whenever the comparison was successful.
Get Blackboard Value Node
This node outputs the value of a specific blackboard entry. The number value can then be forwarded to other nodes.
- BlackboardEntry: The name of the blackboard entry (variable) to read.
- Number: The value of the blackboard entry. If the entry doesn’t exist, the pin outputs zero.