/** * Simple controller for multiplication node. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SkelControl_Multiply extends SkelControlBase native(Anim); cpptext { // USkelControlBase interface virtual void GetAffectedBones(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray& OutBoneIndices); virtual void CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray& OutBoneTransforms); FQuat ExtractAngle(INT BoneIndex, USkeletalMeshComponent* SkelComp); } /** How much to scale the angle */ var() FLOAT Multiplier; defaultproperties { Multiplier=1.f CategoryDesc = "Single Bone" bIgnoreWhenNotRendered=TRUE // Twist Bone is safe to skip when not rendered. }