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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class PhATSkeletalMeshComponent extends SkeletalMeshComponent native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var transient native const pointer PhATPtr; /** Mesh-space matrices showing state of just animation (ie before physics) - useful for debugging! */ var transient native const array<matrix> AnimationSpaceBases; defaultproperties { Begin Object Class=AnimNodeSequence Name=AnimNodeSeq0 ObjName=AnimNodeSeq0 Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' bLooping=True Name="AnimNodeSeq0" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' End Object Animations=AnimNodeSequence'UnrealEd.Default__PhATSkeletalMeshComponent:AnimNodeSeq0' PhysicsWeight=1.000000 ForcedLodModel=1 bHasPhysicsAssetInstance=True bUpdateJointsFromAnimation=True RBCollideWithChannels=(Default=True) Name="Default__PhATSkeletalMeshComponent" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' } |
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