/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_SetActiveAnimChild extends SequenceAction native(Sequence); /** Node name in the AnimTree - the node should always be active **/ var() name NodeName; /** start with 1-N **/ var() int ChildIndex; /** float blend time **/ var() float BlendTime; cpptext { virtual void Activated(); } defaultproperties { ObjName="Set Active Anim Child" ObjCategory="Anim" InputLinks(0)=(LinkDesc="Activate") BlendTime = 0.25 }