/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKAnimBlendBySlotActive extends AnimNodeBlendPerBone native(Animation); /** Cached pointer to slot node that we'll be monitoring. */ var AnimNodeSlot ChildSlot; cpptext { virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent); virtual void TickAnim(FLOAT DeltaSeconds); } defaultproperties { Children(0)=(Name="Default",Weight=1.0) Children(1)=(Name="Slot") }