/** * skeletal controller that locks one or more components of the bone's rotation to a specified value * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKSkelControl_LockRotation extends SkelControlBase native(Animation); /** which components of the bone rotation to affect */ var() bool bLockPitch, bLockYaw, bLockRoll; /** the rotation to lock to */ var() rotator LockRotation; /** the maximum amount the original rotation can be altered to reach LockRotation */ var() rotator MaxDelta; /** the space that rotation is in */ var() EBoneControlSpace LockRotationSpace; /** name of bone used if LockRotationSpace is BCS_OtherBoneSpace */ var() name RotationSpaceBoneName; cpptext { virtual void GetAffectedBones(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray& OutBoneIndices); virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray& OutBoneTransforms); } defaultproperties { MaxDelta=(Pitch=65535,Yaw=65535,Roll=65535) }