Files
2026-04-22 15:51:07 +02:00

47 lines
1.7 KiB
C++

#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;
}