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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.AnimObject | +-- Engine.MorphNodeBase | +-- Engine.MorphNodeWeightBase | +-- Engine.MorphNodeWeightByBoneRotation
Variables Summary | |
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float | Angle |
MaterialInstanceConstant | MaterialInstanceConstant |
float | NodeWeight |
Material | |
bool | bControlMaterialParameter |
INT | MaterialSlotId |
Name | ScalarParameterName |
MorphNodeWeightByBoneRotation | |
bool | bInvertBoneAxis |
EAxis | BoneAxis |
Name | BoneName |
Array<BoneAngleMorph> | WeightArray |
Inherited Variables from Engine.MorphNodeWeightBase |
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NodeConns |
Inherited Variables from Engine.MorphNodeBase |
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bDrawSlider, NodeName |
Structures Summary |
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Inherited Structures from Engine.MorphNodeWeightBase |
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MorphNodeConn |
Variables Detail |
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Draw on 3d viewport canvas when node is selected
Should the bone axis be inverted?
Bone Axis to use X, Y or Z
Bone Name
Array of points translating angles into morph weights
Defaultproperties |
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defaultproperties { NodeConns(0)=(ConnName=In) BoneAxis=AXIS_Y WeightArray(0)=(Angle=0.f,TargetWeight=0.f) WeightArray(1)=(Angle=90.f,TargetWeight=1.f) } |
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