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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Slot for Matinee controlled Animation Trees. * Each slot will be able to blend a defined number of channels (AnimNodeSequence connections). */ class AnimNodeSlot extends AnimNodeBlendBase native(Anim) hidecategories(Object); /** True, when we're playing a custom animation */ var const bool bIsPlayingCustomAnim; /** save blend out time when playing a one shot animation. */ var const FLOAT PendingBlendOutTime; /** Child index playing a custom animation */ var const INT CustomChildIndex; /** Child currently active, being blended to */ var const INT TargetChildIndex; /** Array of target weights for each child. Size must be the same as the Children array. */ var Array<FLOAT> TargetWeight; /** How long before current blend is complete (ie. target child reaches 100%) */ var const FLOAT BlendTimeToGo; /** SynchNode, used for multiple node synchronization */ var const transient AnimNodeSynch SynchNode; // (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) /** * Play a custom animation. * Supports many features, including blending in and out. * * @param AnimName Name of animation to play. * @param Rate Rate animation should be played at. * @param BlendInTime Blend duration to play anim. * @param BlendOutTime Time before animation ends (in seconds) to blend out. * -1.f means no blend out. * 0.f = instant switch, no blend. * otherwise it's starting to blend out at AnimDuration - BlendOutTime seconds. * @param bLooping Should the anim loop? (and play forever until told to stop) * @param bOverride play same animation over again only if bOverride is set to true. * * @return PlayBack length of animation. */ final native function float PlayCustomAnim ( name AnimName, float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLooping, optional bool bOverride ); /** * Play a custom animation. * Supports many features, including blending in and out. * * @param AnimName Name of animation to play. * @param Duration duration in seconds the animation should be played. * @param BlendInTime Blend duration to play anim. * @param BlendOutTime Time before animation ends (in seconds) to blend out. * -1.f means no blend out. * 0.f = instant switch, no blend. * otherwise it's starting to blend out at AnimDuration - BlendOutTime seconds. * @param bLooping Should the anim loop? (and play forever until told to stop) * @param bOverride play same animation over again only if bOverride is set to true. */ final native function PlayCustomAnimByDuration ( name AnimName, float Duration, optional float BlendInTime, optional float BlendOutTime, optional bool bLooping, optional bool bOverride = TRUE ); /** Returns the Name of the currently played animation or '' otherwise. */ final native function Name GetPlayedAnimation(); /** * Stop playing a custom animation. * Used for blending out of a looping custom animation. */ final native function StopCustomAnim(float BlendOutTime); /** * Switch currently played animation to another one. */ final native function SetCustomAnim(Name AnimName); /** Set bCauseActorAnimEnd flag */ final native function SetActorAnimEndNotification(bool bNewStatus); /** * Returns AnimNodeSequence currently selected for playing animations. * Note that calling PlayCustomAnim *may* change which node plays the animation. * (Depending on the blend in time, and how many nodes are available, to provide smooth transitions. */ final native function AnimNodeSequence GetCustomAnimNodeSeq(); /** * Set custom animation root bone options. */ final native function SetRootBoneAxisOption ( optional ERootBoneAxis AxisX = RBA_Default, optional ERootBoneAxis AxisY = RBA_Default, optional ERootBoneAxis AxisZ = RBA_Default ); /** * Synchronize this animation with others. * @param GroupName Add node to synchronization group named group name. */ final native function AddToSynchGroup(Name GroupName); defaultproperties { TargetWeight(0)=1.000000 Children(0)=(Name="Source",Weight=1.000000) Children(1)=(Name="Channel 01") NodeName="SlotName" Name="Default__AnimNodeSlot" ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase' } |
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