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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class InterpTrackInstHeadTracking extends InterpTrackInst
dependson(HeadTrackingComponent)
native(Interpolation);
var() EHeadTrackingAction Action;
/** Actor to look at information **/
// struct native ActorToLookAt
// {
// var Actor Actor;
// var float Rating;
// var float EnteredTime;
// var float LastKnownDistance;
// var float StartTimeBeingLookedAt;
// var bool CurrentlyBeingLookedAt;
// };
/** Array of actor information **/
var const transient native map{class AActor*,struct FActorToLookAt* } CurrentActorMap;
/** SkeletalMeshComponent who owns this **/
var transient SkeletalMeshComponent Mesh;
/** Look at control **/
var transient array<SkelControlLookAt> TrackControls;
/**
* Position we were in last time we evaluated.
* During UpdateTrack, events between this time and the current time will be processed.
*/
var float LastUpdatePosition;
cpptext
{
/**
*/
virtual void InitTrackInst(UInterpTrack* Track);
/** Called when interpolation is done. Should not do anything else with this TrackInst after this. */
virtual void TermTrackInst(UInterpTrack* Track);
/** Make sure CurrentActorMap is referenced */
void AddReferencedObjects( TArray<UObject*>& ObjectArray );
}
defaultproperties
{
}