/** * skeletal controller that provides a cleaner and more efficient way to handle scaling for many bones in a mesh * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKSkelControl_MassBoneScaling extends SkelControlBase native(Animation); /** bone scales - indices match mesh's bone indices */ var() array BoneScales; cpptext { virtual void GetAffectedBones(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray& OutBoneIndices); virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray& OutBoneTransforms); virtual FLOAT GetBoneScale(INT BoneIndex, USkeletalMeshComponent* SkelComp); } /** sets the given bone to the given scale * @note this controller must be hooked up to the specified bone in the AnimTree for this to have any effect */ native final function SetBoneScale(name BoneName, float Scale); /** returns the scale this control has for the given bone * @note does not take into account any other controls that are affecting the bone's scale */ native final function float GetBoneScale(name BoneName);