/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class UDKSkelControl_Rotate extends SkelControlSingleBone native(Animation); /** Where we wish to get to */ var(Desired) rotator DesiredBoneRotation; /** The Rate we wish to rotate */ var(Desired) rotator DesiredBoneRotationRate; cpptext { virtual void TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp); } defaultproperties { bApplyTranslation=false bApplyRotation=true bAddRotation=true BoneRotationSpace=BCS_BoneSpace }