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KF2-Dev-Scripts/UDKBase/classes/UDKAnimNodeCopyBoneTranslation.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKAnimNodeCopyBoneTranslation extends AnimNodeBlendBase
native(Animation);
/** Structure for duplicating bone information */
struct native BoneCopyInfo
{
var() Name SrcBoneName;
var() Name DstBoneName;
var const INT SrcBoneIndex;
var const INT DstBoneIndex;
};
var AnimNodeAimOffset CachedAimNode;
var name OldAimProfileName;
var() Array<BoneCopyInfo> DefaultBoneCopyArray;
var() Array<BoneCopyInfo> DualWieldBoneCopyArray;
var Array<BoneCopyInfo> ActiveBoneCopyArray;
/** Internal, array of required bones. Selected bones and their parents for local to component space transformation. */
var Array<byte> RequiredBones;
/** Cached list of UDKAnimNodeSeqWeap nodes - this node will call WeapTypeChanged when weapon type changes. */
var Array<UDKAnimNodeSeqWeap> SeqWeaps;
/** Cached list of UDKAnimBlendByWeapType nodes - this node will call WeapTypeChanged when weapon type changes. */
var Array<UDKAnimBlendByWeapType> WeapTypeBlends;
cpptext
{
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/** Update cached list of required bones, use to transform skeleton from parent space to component space. */
void UpdateListOfRequiredBones(FName AimProfileName);
// AnimNode interface
virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent);
virtual void TickAnim(FLOAT DeltaSeconds);
virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
}
defaultproperties
{
Children(0)=(Name="Input",Weight=1.0)
bFixNumChildren=TRUE
}