#include "FortPetAnimInstance.h" FGameplayTag UFortPetAnimInstance::TEMP_GetActiveTag() { return FGameplayTag{}; } void UFortPetAnimInstance::ApplyOrRemoveFlagsFromEmote(const UFortMontageItemDefinitionBase* Emote, bool bApply) { } UFortPetAnimInstance::UFortPetAnimInstance() { this->LookAtAlpha = 0.00f; this->LookAtTargetingSpeed = 12.00f; this->JumpAnimIndex = 0; this->SkydiveRollWhenFloating = 0.00f; this->SkydiveRollWhenDiving = 0.00f; this->SkydiveRollInterpSpeed = 0.00f; this->bIsFlyingPet = false; this->bIsOnGround = false; this->bIsSlopeSliding = false; this->bIsJumpLandComplete = false; this->bIsZiplining = false; this->bIsBallooning = false; this->bIsFlying = false; this->bIsInAirNotJumping = false; this->bUseSkydiveRotation = false; this->bIsSkydivingInGame = false; this->bIsTargeting = false; this->bIsDBNO = false; this->bIsHappy = false; this->bIsHunker = false; this->bIsFrontEndLobbyPartyMember = false; this->bIsOwnerPawnBeingControlledByNonPlayerAnimBP = false; this->bIsCrouching = false; this->bIsMoving2D = false; this->bIsLocomotion = false; this->bIsJogging = false; this->bIsSprinting = false; this->bIsCrouchSprinting = false; this->bIsCrouchMoving = false; this->bIsTargetingAndMoving = false; this->bTransition_Idle_IdleLobby = false; this->bTransition_Idle_Locomotion = false; this->bTransition_InnerIdle_IdleToHappy = false; this->bTransition_Locomotion_StartJump = false; this->bTransition_Locomotion_LocomotionHappy = false; this->bTransition_Crouch_CrouchToLocomotion = false; this->bTransition_Crouching_CrouchToIdle = false; this->bTransition_Crouching_CrouchToCrouchADSNotMoving = false; this->bTransition_CrouchToCrouchADSNotMoving_Crouching = false; this->bTransition_SkyDive_Idle = false; this->bTransition_SkyDiveGliding_SkyDiveDiving = false; this->bTransition_Hunker_Idle = false; this->bTransition_Hunker_Locomotion = false; this->bTransition_Hunker_HunkerToCrouch = false; this->bTransition_DownSights_ADSToCrouch = false; this->bTransition_DownSights_DownSightsToIdle = false; this->bTransition_CrouchWalkingDownSights_DownSights = false; this->bTransition_IdleLobby_Idle = false; this->bTransition_FrontEndSkydive_LobbyHunker = false; this->bTransition_FrontEndSkydive_IdleLobby = false; this->bTransition_LobbyHunker_HunkerToLobby = false; this->bEmotePlaying_WhereHunkeringIsBest = false; this->bEmotePlaying_WhereHappyIsBest = false; this->bResponse_ShouldBeHappy = false; this->LastObservedFrontEndEmote = NULL; }