Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.InterpGroup


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
class InterpGroup extends Object
	native(Interpolation)
	collapsecategories
	inherits(FInterpEdInputInterface)
	hidecategories(Object);

/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 *
 * A group, associated with a particular Actor or set of Actors, which contains a set of InterpTracks for interpolating 
 * properties of the Actor over time.
 * The Outer of an InterpGroup is an InterpData.
 */

// (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)

struct InterpEdSelKey
{
	var InterpGroup Group;
	var int			TrackIndex;
	var int			KeyIndex;
	var float		UnsnappedPosition;
};


var		export array<InterpTrack>		InterpTracks;

/** 
 *	Within an InterpData, all GroupNames must be unique. 
 *	Used for naming Variable connectors on the Action in Kismet and finding each groups object.
 */
var		name					GroupName; 

/** Colour used for drawing tracks etc. related to this group. */
var()	color					GroupColor;

/** 
 *	The AnimSets that are used by any AnimControl tracks. 
 *	These will be passed to the Actor when the cinematic begins, and sequences named in the tracks should be found in them. 
 */
var()	array<AnimSet>			GroupAnimSets;

/** Whether or not this group is folded away in the editor. */
var		bool					bCollapsed;

/** Whether or not this group is visible in the editor. */
var		transient	bool		bVisible;

/** When enabled, this group is treated like a folder in the editor, which should only be used for organization.  Folders are never associated with actors and don't have a presence in the Kismet graph. */
var		bool					bIsFolder;

/** When true, this group is considered a 'visual child' of another group.  This doesn't at all affect the behavior of the group, it's only for visual organization.  Also, it's implied that the parent is the next prior group in the array that doesn't have a parent. */
var		bool					bIsParented;

defaultproperties
{
   GroupName="InterpGroup"
   GroupColor=(B=200,G=80,R=100,A=255)
   Name="Default__InterpGroup"
   ObjectArchetype=Object'Core.Default__Object'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:00.000 - Creation time: sk 18-3-2018 10:01:08.729 - Created with UnCodeX