/** * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_SetMotionBlurParams extends SeqAct_Latent native(Sequence); /** This is a scalar on the blur */ var() float MotionBlurAmount; /** Time to interpolate values over */ var() float InterpolateSeconds; /** Elapsed interpolation time */ var float InterpolateElapsed; // Previous values, used in lerp() var float OldMotionBlurAmount; cpptext { void Activated(); void DeActivated(); virtual UBOOL UpdateOp(FLOAT DeltaTime); }; defaultproperties { InterpolateElapsed = 0 InterpolateSeconds = 2 ObjName="Motion Blur" ObjCategory="Camera" // typical settings MotionBlurAmount = 0.1f; InputLinks(0)=(LinkDesc="Enable") InputLinks(1)=(LinkDesc="Disable") }