/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SplineComponent extends PrimitiveComponent native(Spline); /** Actual data for spline. Locations and tangents are in world space. */ var() InterpCurveVector SplineInfo; /** * This is how curvy this spline is. 1.0f is straight and anything below that is curvy! * We are doing a simplistic calculate of: vsize(points) / Length Of Spline **/ var() editconst float SplineCurviness; /** Color of spline */ var() Color SplineColor; /** Resolution to draw spline at */ var() float SplineDrawRes; /** Size of arrow on end of spline. If zero, no arrow drawn */ var() float SplineArrowSize; /** If TRUE, this spline is for whatever reason disabled, and will be drawn in red. */ var() bool bSplineDisabled; /** Input, distance along curve, output, parameter that puts you there. */ var() InterpCurveFloat SplineReparamTable; cpptext { // UPrimitiveComponent interface. virtual FPrimitiveSceneProxy* CreateSceneProxy(); virtual void UpdateBounds(); } /** This will update the spline curviness value **/ native function UpdateSplineCurviness(); /** Update the SplineReparamTable */ native function UpdateSplineReparamTable(); /** Returns total length along this spline */ native function float GetSplineLength() const; /** Given a distance along the length of this spline, return the point in space where this puts you */ native function vector GetLocationAtDistanceAlongSpline(float Distance) const; /** Given a distance along the length of this spline, return the direction of the spline there. Note, result is non-unit length. */ native function vector GetTangentAtDistanceAlongSpline(float Distance) const; defaultproperties { SplineDrawRes=0.1 SplineArrowSize=60.0 SplineColor=(R=255,B=255,A=255) }