/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class InterpTrackInstParticleReplay extends InterpTrackInst native(Interpolation); /** * 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 { /** Initialise this Track instance. Called in-game before doing any interpolation. */ virtual void InitTrackInst(UInterpTrack* Track); /** Restore the saved state of this Actor. */ virtual void RestoreActorState(UInterpTrack* Track); } defaultproperties { }