/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class AnimMetaData_SkelControl extends AnimMetaData native(Anim); /** List of Bone Controllers Names to control. */ var() Array SkelControlNameList; /** * If TRUE, then it requires bControlledByAnimMetadata to be set as well on the BoneController. * It will then affect AnimMetadataWeight instead of ControlStrength. * And BoneController will only be turned on if there is such metadata present in the animation. * FALSE will set directly the BoneController's ControlStrength when that metadata is present. */ var() bool bFullControlOverController; // deprecated. var deprecated name SkelControlName; cpptext { virtual void PostLoad(); virtual void AnimSet(UAnimNodeSequence* SeqNode); virtual void AnimUnSet(UAnimNodeSequence* SeqNode); virtual void TickMetaData(UAnimNodeSequence* SeqNode); virtual UBOOL ShouldCallSkelControlTick(USkelControlBase* SkelControl, UAnimNodeSequence* SeqNode); virtual void SkelControlTick(USkelControlBase* SkelControl, UAnimNodeSequence* SeqNode); } defaultproperties { bFullControlOverController=TRUE }