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/** * Copyright 1998-2011 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 } |
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