//============================================================================= // KFAnim_TurnInPlace_Rotator //============================================================================= // Node to to rotate mesh, paired with KFAnim_TurnInPlace // This could be done in the TurnInPlace node, except that the TurnInPlace node // is often placed after an upper body blend. This rotator component should // be placed before blend by bone nodes so that the entire body is effected. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= // Based on GearAnim_TurnInPlace_Rotator // Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. //============================================================================= class KFAnim_TurnInPlace_Rotator extends AnimNodeBlendBase native(Anim); /** Internal cached pointers */ var const duplicatetransient KFAnim_TurnInPlace TurnInPlaceNode; cpptext { // AnimNode interface virtual void PostAnimNodeInstance(UAnimNode* SourceNode, TMap& SrcToDestNodeMap); virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent); virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys); } defaultproperties { Children(0)=(Name="Input",Weight=1.0) bFixNumChildren=TRUE CategoryDesc = "TurnInPlace" }