Example #1
0
 void AnimationController::Update(float dt)
 {
     m_AnimationTime += dt * m_AnimationSpeed;
     //Just loop forever
     if (m_AnimationTime > m_pActiveAnimation->Duration)
     {
         m_AnimationTime = 0.0f;
         ClearTrackData();
     }
 }
void UGeometryCacheComponent::OnRegister()
{
	ClearTrackData();
	SetupTrackData();
	Super::OnRegister();
}