#include "FortHuskAnimInstance.h" void UFortHuskAnimInstance::SetHuskAnimType(EFortHuskAnimType NewHuskAnimType) { } EFortHuskAnimType UFortHuskAnimInstance::GetHuskAnimType() const { return EFortHuskAnimType::Basic; } void UFortHuskAnimInstance::AnimNotify_SleepingFullyBlended(const UAnimNotify* Notify) { } UFortHuskAnimInstance::UFortHuskAnimInstance() { this->HuskAnimType = EFortHuskAnimType::Basic; this->FallAsleepAnimDuration = 0.00f; this->AltFallAsleepAnimDuration = 0.00f; this->WakeUpAnimDuration = 0.00f; this->FallAsleepToSleepingCrossfade = 0.00f; this->WakeUpToIdleCrossfade = 0.00f; this->DefaultToDwarfScaleRatio = 1.15f; this->LookAtAlpha = 0.00f; this->LookAtInterpSpeed = 6.00f; this->AdjustedLowerBodyWeight = 0.00f; this->AdjustedLowerBodyInterpSpeed = 6.00f; this->RunPlayRate = 0.00f; this->ZapperOverrideWeight = 0.00f; this->RunStartPosition = 0.25f; this->AuthoredJogSpeed = 300.00f; this->MovementStyleIsWalking = 0; this->bForceFullBodyMontage = false; this->bIsDwarf = false; this->bIsZapper = false; this->StateTransition_IdleToMove = false; this->StateTransition_IdleToFallAsleep = false; this->StateTransition_IdleToStunned = false; this->StateTransition_IdleToKnockedbackDown = false; this->StateTransition_IdleToKnockedbackUp = false; this->StateTransition_MoveToIdle = false; this->StateTransition_FallAsleepToSleeping = false; this->StateTransition_SleepingToWakeUp = false; this->StateTransition_WakeUpToIdle = false; this->StateTransition_StunnedToIdle = false; this->StateTransition_KnockedbackDownToIdle = false; this->StateTransition_KnockedbackUpToKnockedbackDown = false; }