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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * This class encapsulates a common interface to extract multiple animation data and blend it. */ class AnimNodeSequenceBlendBase extends AnimNodeSequence native(Anim) abstract; /** * Structure regrouping all we need to extract an animation. */ struct native AnimInfo { /** Animation Name */ var const Name AnimSeqName; /** * Pointer to actual AnimSequence. * Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim. */ var transient const AnimSequence AnimSeq; /** * Bone -> Track mapping info for this player node. * Index into the LinkupCache array in the AnimSet. * Found from AnimSet when you call SetAnim. */ var transient const int AnimLinkupIndex; }; /** * Structure to define animation blending. */ struct native AnimBlendInfo { /** Name of animation sequence*/ var() Name AnimName; /** Animation info */ var AnimInfo AnimInfo; /** Weight i the blend */ var float Weight; }; /** Array of animations to blend */ var(Animations) editfixedsize editinline export Array<AnimBlendInfo> Anims; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { Anims(0)=(Weight=1.000000) Anims(1)= Name="Default__AnimNodeSequenceBlendBase" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' } |
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