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Engine.AnimNodeCrossfader


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/**
 * AnimNodeCrossfader
 * This single node allows to crossfade between 2 animations through script control.
 * A typical usage scenario would be to blend between 2 player idle animations.
 * This blend requires 2 AnimNodeSequence as childs, you cannot connect 2 blends nor any other node types.
 *
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */

class AnimNodeCrossfader extends AnimNodeBlend
    native(Anim)
    hidecategories(Object);

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
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// (cpptext)

//
// Exposed (script modifable) parameters
//

/** default animation sequence played upon startup */
var()   name    DefaultAnimSeqName;

//
// Internal (C++) variables
//

/** true if not blending out of the current one shot anim. Anim will just freeze at last frame */
var const   bool                bDontBlendOutOneShot;

/** Blend Out time for current One Shot anim */
var const   float               PendingBlendOutTimeOneShot;


/**
 * Play a One Shot animation.
 *
 * @param   AnimSeqName     Name of animation sequence to play
 * @param   BlendInTime     time to blend from current animation to this (new) one.
 * @param   BlendOutTime    time to blend from this animation (before it finishes playing) back to the previous one.
 * @param   bDontBlendOut   if true, animation will freeze at last frame, and not blend back to the old one.
 * @param   Rate            Playing rate of animation.
 */

native noexport final function PlayOneShotAnim
(
                name    AnimSeqName,
    optional    float   BlendInTime,
    optional    float   BlendOutTime,
    optional    bool    bDontBlendOut,
    optional    float   Rate
);


/**
 * Blend to a looping animation.
 *
 * @param   AnimSeqName Name of animation sequence to play.
 * @param   BlendInTime     time to blend from current animation to this (new) one.
 * @param   Rate            Playing rate of animation.
 */

native noexport final function BlendToLoopingAnim
(
                name    AnimSeqName,
    optional    float   BlendInTime,
    optional    float   Rate
);


/**
 * Get Animation Name currently playing
 *
 * @return  animation name currently being played.
 */

native final function Name  GetAnimName();


/**
 * Get active AnimNodeSequence child. To access animation properties and control functions.
 *
 * @return  AnimNodeSequence currently playing.
 */

native final function AnimNodeSequence  GetActiveChild();

defaultproperties
{
   Name="Default__AnimNodeCrossfader"
   ObjectArchetype=AnimNodeBlend'Engine.Default__AnimNodeBlend'
}

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Class file time: Thu 22/11/2007 16:02:18.000 - Creation time: Mon 26/11/2007 17:41:47.187 - Created with UnCodeX