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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. * Advanced version of SkeletalMeshCinematicActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties */ class SkeletalMeshActorMAT extends SkeletalMeshCinematicActor native(Anim) placeable; cpptext { virtual void GetAnimControlSlotDesc(TArray<struct FAnimSlotDesc>& OutSlotDescs); virtual void PreviewBeginAnimControl(class UInterpGroup* InInterpGroup); virtual void PreviewSetAnimPosition(FName SlotName, INT ChannelIndex, FName InAnimSeqName, FLOAT InPosition, UBOOL bLooping, UBOOL bFireNotifies, UBOOL bEnableRootMotion, FLOAT DeltaTime); virtual void PreviewSetAnimWeights(TArray<FAnimSlotInfo>& SlotInfos); virtual void PreviewFinishAnimControl(class UInterpGroup* InInterpGroup); virtual void PreviewSetMorphWeight(FName MorphNodeName, FLOAT MorphWeight); virtual void PreviewSetSkelControlScale(FName SkelControlName, FLOAT Scale); /** Called each from while the Matinee action is running, to set the animation weights for the actor. */ virtual void SetAnimWeights( const TArray<struct FAnimSlotInfo>& SlotInfos ); } /** Array of Slots */ var transient Array<AnimNodeSlot> SlotNodes; /** Update AnimTree from track weights */ native function MAT_SetAnimWeights(Array<AnimSlotInfo> SlotInfos); native function MAT_SetMorphWeight(name MorphNodeName, float MorphWeight); native function MAT_SetSkelControlScale(name SkelControlName, float Scale); simulated event Destroyed() { // Clear AnimNode references. ClearAnimNodes(); Super.Destroyed(); } simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) { Super.PostInitAnimTree(SkelComp); ClearAnimNodes(); CacheAnimNodes(); } simulated function CacheAnimNodes() { local AnimNodeSlot SlotNode; // Cache all AnimNodeSlots. foreach SkeletalMeshComponent.AllAnimNodes(class'AnimNodeSlot', SlotNode) { SlotNodes[SlotNodes.Length] = SlotNode; } } simulated function ClearAnimNodes() { SlotNodes.Length = 0; } /** Called each from while the Matinee action is running, with the desired sequence name and position we want to be at. */ simulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion) { MAT_SetAnimPosition(SlotName, ChannelIndex, InAnimSeqName, InPosition, bFireNotifies, bLooping, bEnableRootMotion); } /** Update AnimTree from track info */ native function MAT_SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion); /** Called when we are done with the AnimControl track. */ simulated event FinishAnimControl(InterpGroup InInterpGroup) { MAT_FinishAnimControl(InInterpGroup); } /** Called each frame by Matinee to update the weight of a particular MorphNodeWeight. */ simulated event SetMorphWeight(name MorphNodeName, float MorphWeight) { MAT_SetMorphWeight(MorphNodeName, MorphWeight); } /** Called each frame by Matinee to update the scaling on a SkelControl. */ simulated event SetSkelControlScale(name SkelControlName, float Scale) { MAT_SetSkelControlScale(SkelControlName, Scale); } defaultproperties { Begin Object Name=SkeletalMeshComponent0 Animations=None End Object } |
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