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Engine.AnimNodeBlendBase


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class AnimNodeBlendBase extends AnimNode
	native(Anim)
	hidecategories(Object)
	abstract;

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/** Link to a child AnimNode. */
struct native AnimBlendChild
{
	/** Name of link. */
	var()					Name		Name;
	/** Child AnimNode. */
	var	editinline export AnimNode	Anim;
	/** Weight with which this child will be blended in. Sum of all weights in the Children array must be 1.0 */
	var						float		Weight;
	/** Total weight of this connection in the final blend of all animations. */
	var	const				float		TotalWeight;
	/** Is this children currently forwarding root motion? */
	var	const transient		int		    bHasRootMotion;
	/** Extracted Root Motion */
	var	const transient		BoneAtom	RootMotion;

	/**
	 * Whether this child's skeleton should be mirrored.
	 * Do not use this lightly, mirroring is rather expensive.
	 * So minimize the number of times mirroring is done in the tree.
	 */
	var						bool		bMirrorSkeleton;

	/** For editor use. */
	var						int			DrawY;
};

/** Array of children AnimNodes. These will be blended together and the results returned by GetBoneAtoms. */
var	editfixedsize editinline export	array<AnimBlendChild>		Children;

/** Whether children connectors (ie elements of the Children array) may be added/removed. */
var						bool						bFixNumChildren;

native function PlayAnim(bool bLoop = false, float Rate = 1.0f, float StartTime = 0.0f);
native function StopAnim();

defaultproperties
{
   Name="Default__AnimNodeBlendBase"
   ObjectArchetype=AnimNode'Engine.Default__AnimNode'
}

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Class file time: tr 31-1-2018 17:17:58.000 - Creation time: sk 18-3-2018 10:01:04.842 - Created with UnCodeX