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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNodeBlendPerBone extends AnimNodeBlend
native(Anim);
/** If TRUE, blend will be done in local space. */
var() const bool bForceLocalSpaceBlend;
/** List of branches to mask in from child2 */
var() Array<Name> BranchStartBoneName;
/** per bone weight list, built from list of branches. */
var Array<FLOAT> Child2PerBoneWeight;
/** Required bones for local to component space conversion */
var Array<BYTE> LocalToCompReqBones;
cpptext
{
/** Do any initialisation, and then call InitAnim on all children. Should not discard any existing anim state though. */
virtual void InitAnim(USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent);
// AnimNode interface
virtual void TickAnim(FLOAT DeltaSeconds);
// AnimNode interface
virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void BuildWeightList();
}
/**
* Overridden so we can keep child zero weight at 1.
*/
native function SetBlendTarget( float BlendTarget, float BlendTime );
defaultproperties
{
Children(0)=(Name="Source",Weight=1.0)
Children(1)=(Name="Target")
bFixNumChildren=TRUE
CategoryDesc = "Filter"
}