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(); }