47 lines
1.4 KiB
Ucode
47 lines
1.4 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class MorphNodePose extends MorphNodeBase
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native(Anim)
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hidecategories(Object);
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cpptext
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{
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// UObject interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// MorphNodeBase interface
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virtual void GetActiveMorphs(TArray<FActiveMorph>& OutMorphs);
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virtual void InitMorphNode(USkeletalMeshComponent* InSkelComp);
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/**
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* Draws this morph node in the AnimTreeEditor.
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*
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* @param Canvas The canvas to use.
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* @param SelectedNodes Reference to array of all currently selected nodes, potentially including this node
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*/
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virtual void DrawMorphNode(FCanvas* Canvas, const TArray<UAnimObject*>& SelectedNodes);
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}
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/** Cached pointer to actual MorphTarget object. */
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var transient MorphTarget Target;
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/**
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* Name of morph target to use for this pose node.
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* Actual MorphTarget is looked up by name in the MorphSets array in the SkeletalMeshComponent.
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*/
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var() name MorphName;
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/** default weight is 1.f. But it can be scaled for tweaking. */
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var() float Weight;
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/**
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* Set the MorphTarget to use for this MorphNodePose by name.
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* Will find it in the owning SkeletalMeshComponent MorphSets array using FindMorphTarget.
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*/
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native final function SetMorphTarget(Name MorphTargetName);
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defaultproperties
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{
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Weight=1.f
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}
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