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KF2-Dev-Scripts/Engine/Classes/MorphNodePose.uc
2020-12-13 18:01:13 +03:00

47 lines
1.4 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class MorphNodePose extends MorphNodeBase
native(Anim)
hidecategories(Object);
cpptext
{
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
// MorphNodeBase interface
virtual void GetActiveMorphs(TArray<FActiveMorph>& OutMorphs);
virtual void InitMorphNode(USkeletalMeshComponent* InSkelComp);
/**
* Draws this morph node in the AnimTreeEditor.
*
* @param Canvas The canvas to use.
* @param SelectedNodes Reference to array of all currently selected nodes, potentially including this node
*/
virtual void DrawMorphNode(FCanvas* Canvas, const TArray<UAnimObject*>& SelectedNodes);
}
/** Cached pointer to actual MorphTarget object. */
var transient MorphTarget Target;
/**
* Name of morph target to use for this pose node.
* Actual MorphTarget is looked up by name in the MorphSets array in the SkeletalMeshComponent.
*/
var() name MorphName;
/** default weight is 1.f. But it can be scaled for tweaking. */
var() float Weight;
/**
* Set the MorphTarget to use for this MorphNodePose by name.
* Will find it in the owning SkeletalMeshComponent MorphSets array using FindMorphTarget.
*/
native final function SetMorphTarget(Name MorphTargetName);
defaultproperties
{
Weight=1.f
}