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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class AnimNodeRandom extends AnimNodeBlendList native(Anim) hidecategories(Object); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) struct native RandomAnimInfo { /** Chance this child will be selected */ var() float Chance; /** Minimum number of loops to play this animation */ var() Byte LoopCountMin; /** Maximum number of loops to play this animation */ var() Byte LoopCountMax; /** Blend in time for this child */ var() float BlendInTime; /** Animation Play Rate Scale */ var() Vector2D PlayRateRange; /** Number of loops left to play for this round */ var transient byte LoopCount; structdefaultproperties { Chance=1.f LoopCountMin=0 LoopCountMax=0 BlendInTime=0.25f PlayRateRange=(X=1.f,Y=1.f) } }; var() editfixedsize editinline Array<RandomAnimInfo> RandomInfo; /** Pointer to AnimNodeSequence currently playing random animation. */ var transient AnimNodeSequence PlayingSeqNode; var transient INT PendingChildIndex; defaultproperties { ActiveChildIndex=-1 Name="Default__AnimNodeRandom" ObjectArchetype=AnimNodeBlendList'Engine.Default__AnimNodeBlendList' } |
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