/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PhATSkeletalMeshComponent extends SkeletalMeshComponent native; cpptext { // UPrimitiveComponent interface. virtual void Render(const FSceneView* View, class FPrimitiveDrawInterface* PDI); virtual void RenderHitTest(const FSceneView* View,class FPrimitiveDrawInterface* PDI); /** * Creates a proxy to represent the primitive to the scene manager in the rendering thread. * @return The proxy object. */ virtual FPrimitiveSceneProxy* CreateSceneProxy(); // PhATSkeletalMeshComponent interface void RenderAssetTools(const FSceneView* View, class FPrimitiveDrawInterface* PDI, UBOOL bHitTest); void DrawHierarchy(FPrimitiveDrawInterface* PDI, UBOOL bAnimSkel); } var transient native const pointer PhATPtr; /** Mesh-space matrices showing state of just animation (ie before physics) - useful for debugging! */ var transient native const array AnimationSpaceBases; defaultproperties { Begin Object Class=AnimNodeSequence Name=AnimNodeSeq0 bLooping=true End Object Animations=AnimNodeSeq0 bHasPhysicsAssetInstance=false bUpdateKinematicBonesFromAnimation=true bUpdateJointsFromAnimation=true ForcedLodModel=1 PhysicsWeight=1.0 RBCollideWithChannels=(Default=TRUE) }