49 lines
1.3 KiB
Ucode
49 lines
1.3 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 AnimNodeBlend extends AnimNodeBlendBase
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native(Anim)
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hidecategories(Object);
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var float Child2Weight;
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var float Child2WeightTarget;
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var float BlendTimeToGo; // Seconds
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/**
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* if TRUE, do not blend when the Skeletal Mesh is not visible.
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* Optimization to save on blending time when meshes are not rendered.
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* Instant switch instead.
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*/
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var() bool bSkipBlendWhenNotRendered;
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cpptext
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{
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// AnimNode interface
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virtual void TickAnim(FLOAT DeltaSeconds);
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virtual INT GetNumSliders() const { return 1; }
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virtual FLOAT GetSliderPosition(INT SliderIndex, INT ValueIndex);
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virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue);
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virtual FString GetSliderDrawValue(INT SliderIndex);
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}
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/**
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* Set desired balance of this blend.
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*
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* @param BlendTarget Target amount of weight to put on Children(1) (second child). Between 0.0 and 1.0.
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* 1.0 means take all animation from second child.
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* @param BlendTime How long to take to get to BlendTarget.
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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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Children(0)=(Name="Child1",Weight=1.0)
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Children(1)=(Name="Child2")
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bFixNumChildren=TRUE
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bSkipBlendWhenNotRendered=TRUE
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}
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