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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
* Advanced version of SkeletalMeshCinematicActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties
*/
class SkeletalMeshActorMAT extends SkeletalMeshCinematicActor
native(Anim)
placeable;
cpptext
{
#if WITH_EDITOR
virtual void CheckForErrors();
#endif
virtual void GetAnimControlSlotDesc(TArray<struct FAnimSlotDesc>& OutSlotDescs);
virtual void PreviewBeginAnimControl(class UInterpGroup* InInterpGroup);
virtual void PreviewSetAnimPosition(FName SlotName, INT ChannelIndex, FName InAnimSeqName, FLOAT InPosition, UBOOL bLooping, UBOOL bFireNotifies, UBOOL bEnableRootMotion, FLOAT DeltaTime);
virtual void PreviewSetAnimWeights(TArray<FAnimSlotInfo>& SlotInfos);
virtual void PreviewFinishAnimControl(class UInterpGroup* InInterpGroup);
virtual void PreviewSetMorphWeight(FName MorphNodeName, FLOAT MorphWeight);
virtual void PreviewSetSkelControlScale(FName SkelControlName, FLOAT Scale);
virtual void SetSkelControlStrength(FName SkelControlName, FLOAT ControlStrength);
/** Called each from while the Matinee action is running, to set the animation weights for the actor. */
virtual void SetAnimWeights( const TArray<struct FAnimSlotInfo>& SlotInfos );
}
/** Array of Slots */
var transient Array<AnimNodeSlot> SlotNodes;
/** Update AnimTree from track weights */
native function MAT_SetAnimWeights(Array<AnimSlotInfo> SlotInfos);
native function MAT_SetMorphWeight(name MorphNodeName, float MorphWeight);
native function MAT_SetSkelControlScale(name SkelControlName, float Scale);
native function MAT_SetSkelControlStrength(name SkelControlName, float ControlStrength);
simulated event Destroyed()
{
// Clear AnimNode references.
ClearAnimNodes();
Super.Destroyed();
}
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
Super.PostInitAnimTree(SkelComp);
ClearAnimNodes();
CacheAnimNodes();
}
simulated function CacheAnimNodes()
{
local AnimNodeSlot SlotNode;
// Cache all AnimNodeSlots.
foreach SkeletalMeshComponent.AllAnimNodes(class'AnimNodeSlot', SlotNode)
{
SlotNodes[SlotNodes.Length] = SlotNode;
}
}
simulated function ClearAnimNodes()
{
SlotNodes.Length = 0;
}
/** Called each from while the Matinee action is running, with the desired sequence name and position we want to be at. */
simulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion)
{
MAT_SetAnimPosition(SlotName, ChannelIndex, InAnimSeqName, InPosition, bFireNotifies, bLooping, bEnableRootMotion);
}
/** Update AnimTree from track info */
native function MAT_SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion);
/** Called when we are done with the AnimControl track. */
simulated event FinishAnimControl(InterpGroup InInterpGroup)
{
MAT_FinishAnimControl(InInterpGroup);
}
/** Called each frame by Matinee to update the weight of a particular MorphNodeWeight. */
simulated event SetMorphWeight(name MorphNodeName, float MorphWeight)
{
MAT_SetMorphWeight(MorphNodeName, MorphWeight);
}
/** Called each frame by Matinee to update the scaling on a SkelControl. */
simulated event SetSkelControlScale(name SkelControlName, float Scale)
{
MAT_SetSkelControlScale(SkelControlName, Scale);
}
defaultproperties
{
Begin Object Name=SkeletalMeshComponent0
Animations=None
End Object
}