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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTAnimBlendByCollision extends AnimNodeBlendPerBone native(Animation); /** Name of the socket on the parent mesh to perform the trace from */ var() name TraceSocket; /** How far forward should we trace */ var() float TraceDistance; /** The final distance will be adjusted by this amount */ var() float TraceAdjustment; /** If true, this node will override the collision setting and force the blend */ var bool bForceBlend; /** If true, this node will pulse it's blend one time */ var bool bPulseBlend; /** How long after going to blend do we go back */ var float PulseDelay; /** Holds a reference to the last actor hit during the trace */ var transient actor LastHitActor; var transient vector LastHitLocation; event SetForceBlend(bool bForce, optional float Rate) { bForceBlend = bForce; SetBlendTarget(1.0, (Rate <= 0.0) ? 0.65 : Rate); } event Pulse(float Delay) { bPulseBlend = true; PulseDelay = Delay; SetBlendTarget(1.0, 0.33); } // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { TraceAdjustment=300.000000 PulseDelay=0.330000 Children(0)=(Name="Not Colliding") Children(1)=(Name="Colliding") Name="Default__UTAnimBlendByCollision" ObjectArchetype=AnimNodeBlendPerBone'Engine.Default__AnimNodeBlendPerBone' } |
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