/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class AnimObject extends Object native(Anim) hidecategories(Object) abstract; /** For editor use. */ var editoronly int DrawWidth; /** for editor use */ var editoronly int DrawHeight; /** for editor use. */ var editoronly int NodePosX; /** For editor use. */ var editoronly int NodePosY; /** for editor use. */ var editoronly int OutDrawY; /** * Editor category for this object. Determines which animtree submenu this object * should be placed in */ var editoronly string CategoryDesc; /** SkeletalMeshComponent owner */ var const transient duplicatetransient SkeletalMeshComponent SkelComponent; cpptext { virtual UAnimNode * GetAnimNode() { return NULL;} virtual UMorphNodeBase * GetMorphNodeBase() { return NULL;} virtual USkelControlBase * GetSkelControlBase() { return NULL; } /** * Draws this node in the AnimTreeEditor. * * @param Canvas The canvas to use. * @param SelectedNodes Reference to array of all currently selected nodes, potentially including this node * @param bShowWeight If TRUE, show the global percentage weight of this node, if applicable. */ virtual void DrawNode(FCanvas* Canvas, const TArray& SelectedNodes, UBOOL bShowWeight) {} /** Called after (copy/)pasted - reset values or re-link if needed**/ virtual void OnPaste() {}; #if WITH_EDITORONLY_DATA /** Calculate the bounding box of this sequence object. For use by Kismet. */ FIntRect GetObjBoundingBox() { return FIntRect(NodePosX, NodePosY, NodePosX + DrawWidth, NodePosY + DrawHeight); } #endif }; DefaultProperties { }