/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class AnimNodeBlend extends AnimNodeBlendBase native(Anim) hidecategories(Object); var float Child2Weight; var float Child2WeightTarget; var float BlendTimeToGo; // Seconds /** * if TRUE, do not blend when the Skeletal Mesh is not visible. * Optimization to save on blending time when meshes are not rendered. * Instant switch instead. */ var() bool bSkipBlendWhenNotRendered; cpptext { // AnimNode interface virtual void TickAnim(FLOAT DeltaSeconds); virtual INT GetNumSliders() const { return 1; } virtual FLOAT GetSliderPosition(INT SliderIndex, INT ValueIndex); virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue); virtual FString GetSliderDrawValue(INT SliderIndex); } /** * Set desired balance of this blend. * * @param BlendTarget Target amount of weight to put on Children(1) (second child). Between 0.0 and 1.0. * 1.0 means take all animation from second child. * @param BlendTime How long to take to get to BlendTarget. */ native function SetBlendTarget( float BlendTarget, float BlendTime ); defaultproperties { Children(0)=(Name="Child1",Weight=1.0) Children(1)=(Name="Child2") bFixNumChildren=TRUE bSkipBlendWhenNotRendered=TRUE }