Files
UnrealEvent/Project/Source/FortniteGame/Private/CustomCharacterPartAnimInstance.cpp
2026-04-22 15:51:07 +02:00

60 lines
2.0 KiB
C++

#include "CustomCharacterPartAnimInstance.h"
USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetPartSkeletalMeshComponent() const {
return NULL;
}
float UCustomCharacterPartAnimInstance::GetOwnerZVelocity() const {
return 0.0f;
}
USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetOwnerSkeletalMeshComponent() const {
return NULL;
}
float UCustomCharacterPartAnimInstance::GetOwnerDirection() const {
return 0.0f;
}
EFortCustomPartType UCustomCharacterPartAnimInstance::GetCharacterPartType() const {
return EFortCustomPartType::Head;
}
AFortPlayerPawn* UCustomCharacterPartAnimInstance::GetAssociatedPlayerPawn() const {
return NULL;
}
USkeletalMeshComponent* UCustomCharacterPartAnimInstance::FindChildCommponentFromAttachSocket(USkeletalMeshComponent* Parent, bool bIncludeAllDescendants, FName AttachSocket) const {
return NULL;
}
UCustomCharacterPartAnimInstance::UCustomCharacterPartAnimInstance() {
this->bUsesDayPhaseChange = false;
this->bIgnoreSignificanceManagerAndAlwaysTick = false;
this->bHideUntilFirstAnimationUpdate = false;
this->bUnhideOnNextUpdate = false;
this->bCanPlayCustomAnimations = false;
this->bUpdateOwnerAnimInputProperty = false;
this->bIsSkydiving = false;
this->bIsParachuteOpened = false;
this->bIsSkydiveDiveMode = false;
this->bIsSkydiveFloating = false;
this->bIsCrouching = false;
this->bIsTargeting = false;
this->bIsInVehicleSeat = false;
this->bIsFerretVehicleDriver = false;
this->bIsFerretVehiclePassenger = false;
this->bIsGolfCartVehicleDriver = false;
this->bIsGolfCartVehicleFrontPassenger = false;
this->bIsGolfCartVehicleBackPassenger = false;
this->bIsAntelopeVehicleDriver = false;
this->bIsAntelopeVehiclePassenger = false;
this->bIsJackalVehicleDriver = false;
this->bIsOctopusVehicleDriver = false;
this->CrouchingWithRigidBodyEnabled = 0.00f;
this->CurrentLOD = 0;
this->bRegisteredForDayPhaseChange = false;
this->PartType = EFortCustomPartType::NumTypes;
}