/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class InterpTrackInstEvent extends InterpTrackInst native(Interpolation); cpptext { /** * This will initialise LastUpdatePosition to whatever position the SeqAct_Interp is in, * so we don't play a bunch of events straight away! */ virtual void InitTrackInst(UInterpTrack* Track); } /** * Position we were in last time we evaluated Events. * During UpdateTrack, events between this time and the current time will be fired. */ var float LastUpdatePosition; defaultproperties { }