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