/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKSkelControl_CantileverBeam extends SkelControlLookAt native(Animation); /** The TargetLocation's goal (e.g. where it wants to be) */ var vector WorldSpaceGoal; /** from the initial bone, where to go to get the starting location for WorldSpaceGoal (in localbonespace) */ var(LookAt) vector InitialWorldSpaceGoalOffset; /** Current Velocity that TargetLocation is travelling at*/ var vector Velocity; var(Spring) float SpringStiffness; var(Spring) float SpringDamping; /** how much we want the tip of the beam to get of the base velocity */ var() float PercentBeamVelocityTransfer; /** the speed the entire beam is travelling at. (a delegate for cases like a tank, where we want the whole tank to effect less than the turret moving) */ delegate vector EntireBeamVelocity() { return Vect(0,0,0); } cpptext { virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp); } defaultproperties { SpringStiffness=0 SpringDamping=0 WorldSpaceGoal=(X=0,Y=0,Z=0) Velocity=(X=0,Y=0,Z=0) PercentBeamVelocityTransfer = 0.9; }