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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class AnimTree extends AnimNodeBlendBase native(Anim) hidecategories(Object); /** Definition of a group of AnimNodeSequences */ struct native AnimGroup { /** Cached array of AnimNodeSequence nodes. */ var const Array<AnimNodeSequence> SeqNodes; /** Master node for synchronization. (Highest weight of the group) */ var transient const AnimNodeSequence SynchMaster; /** Master node for notifications. (Highest weight of the group) */ var transient const AnimNodeSequence NotifyMaster; /* Name of group. */ var() const Name GroupName; /** Rate Scale */ var() const float RateScale; structdefaultproperties { RateScale=1.f } }; /** List of animations groups */ var() Array<AnimGroup> AnimGroups; /** * Skeleton Branches that should be composed first. * This is to solve Controllers relying on bones to be updated before them. */ var() Array<Name> PrioritizedSkelBranches; /** Internal list of priority levels */ var Array<BYTE> PriorityList; struct native SkelControlListHead { /** Name of bone that this list of SkelControls will be executed after. */ var name BoneName; /** First Control in the linked list of SkelControls to execute. */ var editinline export SkelControlBase ControlHead; /** For editor use. */ var int DrawY; }; /** Root of tree of MorphNodes. */ var editinline export array<MorphNodeBase> RootMorphNodes; /** Array of lists of SkelControls. Each list is executed after the bone specified using BoneName is updated with animation data. */ var editinline export array<SkelControlListHead> SkelControlLists; ////// AnimTree Editor support /** Y position of MorphNode input on AnimTree. */ var int MorphConnDrawY; /** Used to avoid editing the same AnimTree in multiple AnimTreeEditors at the same time. */ var transient bool bBeingEdited; /** Play rate used when previewing animations */ var() float PreviewPlayRate; /** SkeletalMesh used when previewing this AnimTree in the AnimTreeEditor. */ var() editoronly SkeletalMesh PreviewSkelMesh; /** previewing of socket */ var() editoronly SkeletalMesh SocketSkelMesh; var() editoronly StaticMesh SocketStaticMesh; var() Name SocketName; /** AnimSets used when previewing this AnimTree in the AnimTreeEditor. */ var() editoronly array<AnimSet> PreviewAnimSets; /** MorphTargetSets used when previewing this AnimTree in the AnimTreeEditor. */ var() editoronly array<MorphTargetSet> PreviewMorphSets; /** Saved position of camera used for previewing skeletal mesh in AnimTreeEditor. */ var vector PreviewCamPos; /** Saved orientation of camera used for previewing skeletal mesh in AnimTreeEditor. */ var rotator PreviewCamRot; /** Saved position of floor mesh used for in AnimTreeEditor preview window. */ var vector PreviewFloorPos; /** Saved yaw rotation of floor mesh used for in AnimTreeEditor preview window. */ var int PreviewFloorYaw; ////// End AnimTree Editor support // (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) native final function SkelControlBase FindSkelControl(name InControlName); native final function MorphNodeBase FindMorphNode(name InNodeName); // // Anim Groups // /** Add a node to an existing anim group */ native final function bool SetAnimGroupForNode(AnimNodeSequence SeqNode, Name GroupName, optional bool bCreateIfNotFound); /** Returns the master node driving synchronization for this group. */ native final function AnimNodeSequence GetGroupSynchMaster(Name GroupName); /** Returns the master node driving notifications for this group. */ native final function AnimNodeSequence GetGroupNotifyMaster(Name GroupName); /** Force a group at a relative position. */ native final function ForceGroupRelativePosition(Name GroupName, FLOAT RelativePosition); /** Get the relative position of a group. */ native final function float GetGroupRelativePosition(Name GroupName); /** Adjust the Rate Scale of a group */ native final function SetGroupRateScale(Name GroupName, FLOAT NewRateScale); /** * Returns the index in the AnimGroups list of a given GroupName. * If group cannot be found, then INDEX_NONE will be returned. */ native final function INT GetGroupIndex(Name GroupName); defaultproperties { PreviewPlayRate=1.000000 Children(0)=(Name="Child",Weight=1.000000) bFixNumChildren=True Name="Default__AnimTree" ObjectArchetype=AnimNodeBlendBase'Engine.Default__AnimNodeBlendBase' } |
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