38 lines
1.2 KiB
Ucode
38 lines
1.2 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 AnimNodeAdditiveBlending extends AnimNodeBlend
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native(Anim);
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/**
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* if TRUE, pass through (skip additive animation blending) when mesh is not rendered
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*/
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var(Performance) bool bPassThroughWhenNotRendered;
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cpptext
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{
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virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent);
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virtual void TickAnim(FLOAT DeltaSeconds);
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void GetChildAtoms(INT ChildIndex, FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
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virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
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}
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/**
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* Overridden so we can keep child zero weight at 1.
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*/
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native function SetBlendTarget( float BlendTarget, float BlendTime );
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defaultproperties
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{
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bPassThroughWhenNotRendered=TRUE
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bFixNumChildren=TRUE
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Children(0)=(Name="Base Anim Input",Weight=1.f)
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Children(1)=(Name="Additive Anim Input",Weight=1.f)
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Child2Weight=1.f
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Child2WeightTarget=1.f
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CategoryDesc = "Additive"
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}
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