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/** * This is a set of AnimSequences * All sequence have the same number of tracks, and they relate to the same bone names. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class AnimSet extends Object native(Anim) hidecategories(Object); /** This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set. */ struct native AnimSetMeshLinkup { /** GUID of SkeletalMesh that this linkup entry relates to. */ var guid SkelMeshLinkupGUID; /** * Mapping table. Size must be same as size of SkelMesh reference skeleton. * No index should be more than the number of tracks in this AnimSet. * -1 indicates no track for this bone - will use reference pose instead. */ var array<INT> BoneToTrackTable; /** * Array of booleans that indicate whether or not to read the translation of a bone from animation or ref skeleton. * This is basically a cooked down version of UseTranslationBoneNames for speed. * Size must be the same as size of SkelMesh ref skeleton. */ var array<byte> BoneUseAnimTranslation; structcpptext { /** Reset this linkup and re-create between the provided skeletal mesh and anim set. */ void BuildLinkup(USkeletalMesh* InSkelMesh, UAnimSet* InAnimSet); } }; /** * Indicates that only the rotation should be taken from the animation sequence and the translation should come from the SkeletalMesh ref pose. * Note that the root bone always takes translation from the animation, even if this flag is set. * You can use the UseTranslationBoneNames array to specify other bones that should use translation with this flag set. */ var() bool bAnimRotationOnly; /** Bone name that each track relates to. TrackBoneName.Num() == Number of tracks. */ var array<name> TrackBoneNames; /** Actual animation sequence information. */ var array<AnimSequence> Sequences; /** Non-serialised cache of linkups between different skeletal meshes and this AnimSet. */ var transient array<AnimSetMeshLinkup> LinkupCache; /** Names of bones that should use translation from the animation, if bAnimRotationOnly is set. */ var() array<name> UseTranslationBoneNames; /** In the AnimSetEditor, when you switch to this AnimSet, it sees if this skeletal mesh is loaded and if so switches to it. */ var name PreviewSkelMeshName; // (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) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bAnimRotationOnly=True Name="Default__AnimSet" ObjectArchetype=Object'Core.Default__Object' } |
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