36 lines
1.1 KiB
Ucode
36 lines
1.1 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class AnimMetaData_SkelControl extends AnimMetaData
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native(Anim);
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/** List of Bone Controllers Names to control. */
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var() Array<Name> SkelControlNameList;
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/**
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* If TRUE, then it requires bControlledByAnimMetadata to be set as well on the BoneController.
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* It will then affect AnimMetadataWeight instead of ControlStrength.
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* And BoneController will only be turned on if there is such metadata present in the animation.
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* FALSE will set directly the BoneController's ControlStrength when that metadata is present.
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*/
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var() bool bFullControlOverController;
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// deprecated.
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var deprecated name SkelControlName;
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cpptext
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{
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virtual void PostLoad();
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virtual void AnimSet(UAnimNodeSequence* SeqNode);
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virtual void AnimUnSet(UAnimNodeSequence* SeqNode);
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virtual void TickMetaData(UAnimNodeSequence* SeqNode);
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virtual UBOOL ShouldCallSkelControlTick(USkelControlBase* SkelControl, UAnimNodeSequence* SeqNode);
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virtual void SkelControlTick(USkelControlBase* SkelControl, UAnimNodeSequence* SeqNode);
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}
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defaultproperties
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{
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bFullControlOverController=TRUE
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} |