mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
60 lines
2.0 KiB
C++
60 lines
2.0 KiB
C++
#include "CustomCharacterPartAnimInstance.h"
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USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetPartSkeletalMeshComponent() const {
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return NULL;
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}
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float UCustomCharacterPartAnimInstance::GetOwnerZVelocity() const {
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return 0.0f;
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}
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USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetOwnerSkeletalMeshComponent() const {
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return NULL;
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}
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float UCustomCharacterPartAnimInstance::GetOwnerDirection() const {
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return 0.0f;
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}
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EFortCustomPartType UCustomCharacterPartAnimInstance::GetCharacterPartType() const {
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return EFortCustomPartType::Head;
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}
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AFortPlayerPawn* UCustomCharacterPartAnimInstance::GetAssociatedPlayerPawn() const {
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return NULL;
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}
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USkeletalMeshComponent* UCustomCharacterPartAnimInstance::FindChildCommponentFromAttachSocket(USkeletalMeshComponent* Parent, bool bIncludeAllDescendants, FName AttachSocket) const {
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return NULL;
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}
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UCustomCharacterPartAnimInstance::UCustomCharacterPartAnimInstance() {
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this->bUsesDayPhaseChange = false;
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this->bIgnoreSignificanceManagerAndAlwaysTick = false;
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this->bHideUntilFirstAnimationUpdate = false;
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this->bUnhideOnNextUpdate = false;
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this->bCanPlayCustomAnimations = false;
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this->bUpdateOwnerAnimInputProperty = false;
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this->bIsSkydiving = false;
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this->bIsParachuteOpened = false;
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this->bIsSkydiveDiveMode = false;
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this->bIsSkydiveFloating = false;
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this->bIsCrouching = false;
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this->bIsTargeting = false;
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this->bIsInVehicleSeat = false;
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this->bIsFerretVehicleDriver = false;
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this->bIsFerretVehiclePassenger = false;
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this->bIsGolfCartVehicleDriver = false;
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this->bIsGolfCartVehicleFrontPassenger = false;
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this->bIsGolfCartVehicleBackPassenger = false;
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this->bIsAntelopeVehicleDriver = false;
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this->bIsAntelopeVehiclePassenger = false;
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this->bIsJackalVehicleDriver = false;
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this->bIsOctopusVehicleDriver = false;
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this->CrouchingWithRigidBodyEnabled = 0.00f;
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this->CurrentLOD = 0;
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this->bRegisteredForDayPhaseChange = false;
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this->PartType = EFortCustomPartType::NumTypes;
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}
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