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

172 lines
6.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "EFortCustomPartType.h"
#include "EFortDayPhase.h"
#include "FortAnimInput_SkydivingExternalForce.h"
#include "FortAnimInstance.h"
#include "FortPlayMontageForGameplayTagQueryInterface.h"
#include "GameplayTagAnimations.h"
#include "CustomCharacterPartAnimInstance.generated.h"
class AFortPlayerPawn;
class UAnimMontage;
class USkeletalMeshComponent;
UCLASS(Blueprintable, NonTransient)
class UCustomCharacterPartAnimInstance : public UFortAnimInstance, public IFortPlayMontageForGameplayTagQueryInterface {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bUsesDayPhaseChange: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bIgnoreSignificanceManagerAndAlwaysTick: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
uint8 bHideUntilFirstAnimationUpdate: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bUnhideOnNextUpdate: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bCanPlayCustomAnimations: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bUpdateOwnerAnimInputProperty: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsSkydiving: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsParachuteOpened: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsSkydiveDiveMode: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsSkydiveFloating: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsCrouching: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsTargeting: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsInVehicleSeat: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsFerretVehicleDriver: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsFerretVehiclePassenger: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsGolfCartVehicleDriver: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsGolfCartVehicleFrontPassenger: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsGolfCartVehicleBackPassenger: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsAntelopeVehicleDriver: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsAntelopeVehiclePassenger: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsJackalVehicleDriver: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsOctopusVehicleDriver: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagAnimations GameplayTagAnimations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float CrouchingWithRigidBodyEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 CurrentLOD;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortAnimInput_SkydivingExternalForce SkydivingExternalForceInput;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bRegisteredForDayPhaseChange: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EFortCustomPartType PartType;
public:
UCustomCharacterPartAnimInstance();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void PreDestruction();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlayMontageFromGameplayTagQuery(const FGameplayTagQuery& MatchingQuery, UAnimMontage* MontagePlaying);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnParachuteOpened();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnParachuteClosed();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNotifyPartsStopped(FName Context);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNotifyPartsStarted(FName Context);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnEndTargeting();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnEndSkydiving();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnEndCrouching();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnBeginTargeting();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnBeginSkydiving();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnBeginCrouching();
UFUNCTION(BlueprintCallable, BlueprintPure)
USkeletalMeshComponent* GetPartSkeletalMeshComponent() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetOwnerZVelocity() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
USkeletalMeshComponent* GetOwnerSkeletalMeshComponent() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetOwnerDirection() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
EFortCustomPartType GetCharacterPartType() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AFortPlayerPawn* GetAssociatedPlayerPawn() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
USkeletalMeshComponent* FindChildCommponentFromAttachSocket(USkeletalMeshComponent* Parent, bool bIncludeAllDescendants, FName AttachSocket) const;
// Fix for true pure virtual functions not being implemented
};