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Engine.SkeletalMeshActorMAT


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/**
 *	Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 *	Advanced version of SkeletalMeshActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties
 */

class SkeletalMeshActorMAT extends SkeletalMeshActor
	native(Anim)
	placeable;

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/** Array of Slots */
var transient Array<AnimNodeSlot>	SlotNodes;

/** Start AnimControl. Add required AnimSets. */
native function MAT_BeginAnimControl(Array<AnimSet> InAnimSets);

/** Update AnimTree from track info */
native function MAT_SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping);

/** Update AnimTree from track weights */
native function MAT_SetAnimWeights(Array<AnimSlotInfo> SlotInfos);

/** End AnimControl. Release required AnimSets */
native function MAT_FinishAnimControl();

native function MAT_SetMorphWeight(name MorphNodeName, float MorphWeight);

native function MAT_SetSkelControlScale(name SkelControlName, float Scale);


/** Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from. */
simulated event BeginAnimControl(Array<AnimSet> InAnimSets)
{
	MAT_BeginAnimControl(InAnimSets);
}

/** Called each from while the Matinee action is running, with the desired sequence name and position we want to be at. */
simulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)
{
	MAT_SetAnimPosition(SlotName, ChannelIndex, InAnimSeqName, InPosition, bFireNotifies, bLooping);
}

/** Called each from while the Matinee action is running, to set the animation weights for the actor. */
simulated event SetAnimWeights(Array<AnimSlotInfo> SlotInfos)
{
	MAT_SetAnimWeights(SlotInfos);
}

/** Called when we are done with the AnimControl track. */
simulated event FinishAnimControl()
{
	MAT_FinishAnimControl();
}

/** Called each frame by Matinee to update the weight of a particular MorphNodeWeight. */
event SetMorphWeight(name MorphNodeName, float MorphWeight)
{
	MAT_SetMorphWeight(MorphNodeName, MorphWeight);
}

/** Called each frame by Matinee to update the scaling on a SkelControl. */
event SetSkelControlScale(name SkelControlName, float Scale)
{
	MAT_SetSkelControlScale(SkelControlName, Scale);
}

defaultproperties
{
   Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshActor:SkeletalMeshComponent0'
      Animations=None
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshActor:SkeletalMeshComponent0'
   End Object
   SkeletalMeshComponent=SkeletalMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Begin Object Class=AudioComponent Name=FaceAudioComponent ObjName=FaceAudioComponent Archetype=AudioComponent'Engine.Default__SkeletalMeshActor:FaceAudioComponent'
      ObjectArchetype=AudioComponent'Engine.Default__SkeletalMeshActor:FaceAudioComponent'
   End Object
   FacialAudioComp=FaceAudioComponent
   Components(0)=MyLightEnvironment
   Components(1)=SkeletalMeshComponent0
   Components(2)=FaceAudioComponent
   CollisionComponent=SkeletalMeshComponent0
   CollisionType=COLLIDE_CustomDefault
   Name="Default__SkeletalMeshActorMAT"
   ObjectArchetype=SkeletalMeshActor'Engine.Default__SkeletalMeshActor'
}

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Class file time: tr 31-1-2018 17:18:00.000 - Creation time: sk 18-3-2018 10:01:14.305 - Created with UnCodeX