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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ // This special blend node will use the LookDir and Acceleration from the Actor that // owns the SkeletalMeshComponent to blend the four directional animations together. // TODO: This node could also 'lock' animation rate/phase together for its children (for cadence matching)? Should this be a general blender property? class AnimNodeBlendDirectional extends AnimNodeBlendBase native(Anim) hidecategories(Object); /** Allows control over how quickly the directional blend should be allowed to change. */ var() float DirDegreesPerSecond; /** In radians. Between -PI and PI. 0.0 is running the way we are looking. */ var float DirAngle; /** If the LOD for the mesh is at or above this LOD level, only use a single directional animation instead of blending. */ var() int SingleAnimAtOrAboveLOD; /** Rotational offset to apply */ var Rotator RotationOffset; /** Use acceleration instead of Velocity to determine speed */ var() bool bUseAcceleration; 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); } defaultproperties { Children(0)=(Name="Forward",Weight=1.0) Children(1)=(Name="Backward") Children(2)=(Name="Left") Children(3)=(Name="Right") bFixNumChildren=true DirDegreesPerSecond=360.0 SingleAnimAtOrAboveLOD=1000 CategoryDesc = "Directional" } |
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