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KF2-Dev-Scripts/Engine/Classes/AnimNodeAdditiveBlending.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNodeAdditiveBlending extends AnimNodeBlend
native(Anim);
/**
* if TRUE, pass through (skip additive animation blending) when mesh is not rendered
*/
var(Performance) bool bPassThroughWhenNotRendered;
cpptext
{
virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent);
virtual void TickAnim(FLOAT DeltaSeconds);
void GetChildAtoms(INT ChildIndex, FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
}
/**
* Overridden so we can keep child zero weight at 1.
*/
native function SetBlendTarget( float BlendTarget, float BlendTime );
defaultproperties
{
bPassThroughWhenNotRendered=TRUE
bFixNumChildren=TRUE
Children(0)=(Name="Base Anim Input",Weight=1.f)
Children(1)=(Name="Additive Anim Input",Weight=1.f)
Child2Weight=1.f
Child2WeightTarget=1.f
CategoryDesc = "Additive"
}