/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKAnimBlendByHoverJump extends UDKAnimBlendByFall Native(Animation); var const transient Pawn OwnerP; var const transient UDKVehicle OwnerHV; cpptext { virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent ); virtual void TickAnim(FLOAT DeltaSeconds); } defaultproperties { bIgnoreDoubleJumps=true }