/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class InterpTrackInstHeadTracking extends InterpTrackInst dependson(HeadTrackingComponent) native(Interpolation); var() EHeadTrackingAction Action; /** Actor to look at information **/ // struct native ActorToLookAt // { // var Actor Actor; // var float Rating; // var float EnteredTime; // var float LastKnownDistance; // var float StartTimeBeingLookedAt; // var bool CurrentlyBeingLookedAt; // }; /** Array of actor information **/ var const transient native map{class AActor*,struct FActorToLookAt* } CurrentActorMap; /** SkeletalMeshComponent who owns this **/ var transient SkeletalMeshComponent Mesh; /** Look at control **/ var transient array TrackControls; /** * Position we were in last time we evaluated. * During UpdateTrack, events between this time and the current time will be processed. */ var float LastUpdatePosition; cpptext { /** */ virtual void InitTrackInst(UInterpTrack* Track); /** Called when interpolation is done. Should not do anything else with this TrackInst after this. */ virtual void TermTrackInst(UInterpTrack* Track); /** Make sure CurrentActorMap is referenced */ void AddReferencedObjects( TArray& ObjectArray ); } defaultproperties { }