/** * Simple controller for Twist/Roll bones. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SkelControl_TwistBone 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 ExtractRollAngle(INT BoneIndex, USkeletalMeshComponent* SkelComp); } /** Name of source bone to use. For a forearm twist, that would be the hand bone name. */ var() Name SourceBoneName; /** How much to scale down the roll angle */ var() FLOAT TwistAngleScale; defaultproperties { TwistAngleScale=-0.5f CategoryDesc = "Single Bone" bIgnoreWhenNotRendered=TRUE // Twist Bone is safe to skip when not rendered. }