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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class AnimNodeBlendMultiBone extends AnimNodeBlendBase native(Anim) hidecategories(Object); struct native ChildBoneBlendInfo { /** Weight scaling for each bone of the skeleton. Must be same size as RefSkeleton of SkeletalMesh. If all 0.0, no animation can ever be drawn from Child2. */ var array<float> TargetPerBoneWeight; /** Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone. */ var() name InitTargetStartBone; /** Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone. */ var() float InitPerBoneIncrease; // // Internal variables // /** Old StartBone, to monitor changes */ var const name OldStartBone; /** Old OldBoneIncrease, to monitor changes */ var const float OldBoneIncrease; /** * Indices of bones required from Target (at LOD 0), if Target's weight is >0.0. * Bones are only in this array if their per-bone weight is >0.0 (or they have a child in the array). * Indices should be strictly increasing. */ var transient array<byte> TargetRequiredBones; structdefaultproperties { InitPerBoneIncrease=1.0 } }; /** List of blend targets - one per bone to blend */ var() array<ChildBoneBlendInfo> BlendTargetList; /** * Indices of bones required from Source (at LOD 0), if Target's weight is 1.0. * Bones are only in this array if their per-bone weight is <1.0 (or they have a child in the array). * Indices should be strictly increasing. */ var transient array<byte> SourceRequiredBones; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Updating the StartBoneName or PerBoneIncrease, will cause the TargetPerBoneWeight to be automatically re-updated, you'll loose custom values! */ //@todo - support opt. params native noexport final function SetTargetStartBone( int TargetIdx, name StartBoneName, optional float PerBoneIncrease /* = 1.f */ ); defaultproperties { Children(0)=(Name="Source",Weight=1.000000) Children(1)=(Name="Target") Name="Default__AnimNodeBlendMultiBone" ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase' } |
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