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

49 lines
1.3 KiB
Ucode

/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNodeBlend extends AnimNodeBlendBase
native(Anim)
hidecategories(Object);
var float Child2Weight;
var float Child2WeightTarget;
var float BlendTimeToGo; // Seconds
/**
* if TRUE, do not blend when the Skeletal Mesh is not visible.
* Optimization to save on blending time when meshes are not rendered.
* Instant switch instead.
*/
var() bool bSkipBlendWhenNotRendered;
cpptext
{
// AnimNode interface
virtual void TickAnim(FLOAT DeltaSeconds);
virtual INT GetNumSliders() const { return 1; }
virtual FLOAT GetSliderPosition(INT SliderIndex, INT ValueIndex);
virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue);
virtual FString GetSliderDrawValue(INT SliderIndex);
}
/**
* Set desired balance of this blend.
*
* @param BlendTarget Target amount of weight to put on Children(1) (second child). Between 0.0 and 1.0.
* 1.0 means take all animation from second child.
* @param BlendTime How long to take to get to BlendTarget.
*/
native function SetBlendTarget( float BlendTarget, float BlendTime );
defaultproperties
{
Children(0)=(Name="Child1",Weight=1.0)
Children(1)=(Name="Child2")
bFixNumChildren=TRUE
bSkipBlendWhenNotRendered=TRUE
}