/** * The implmenting class (usually a pawn) needs to have a function named the same as the that is specified in the AnimNotify. * * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class AnimNotify_Script extends AnimNotify native(Anim); var() name NotifyName; /** If this notify has a duration, name of the function to call each update */ var() Name NotifyTickName; /** If this notify has a duration, name of the function to call at the end */ var() Name NotifyEndName; cpptext { // AnimNotify interface. virtual void Notify( class UAnimNodeSequence* NodeSeq ); virtual void NotifyTick( class UAnimNodeSequence* NodeSeq, FLOAT AnimCurrentTime, FLOAT AnimTimeStep, FLOAT InTotalDuration ); virtual void NotifyEnd( class UAnimNodeSequence* NodeSeq, FLOAT AnimCurrentTime ); virtual FString GetEditorComment() { return (NotifyName == NAME_None) ? TEXT("Script") : NotifyName.ToString(); } }