mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
172 lines
6.6 KiB
C++
172 lines
6.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "EFortCustomPartType.h"
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#include "EFortDayPhase.h"
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#include "FortAnimInput_SkydivingExternalForce.h"
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#include "FortAnimInstance.h"
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#include "FortPlayMontageForGameplayTagQueryInterface.h"
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#include "GameplayTagAnimations.h"
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#include "CustomCharacterPartAnimInstance.generated.h"
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class AFortPlayerPawn;
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class UAnimMontage;
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class USkeletalMeshComponent;
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UCLASS(Blueprintable, NonTransient)
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class UCustomCharacterPartAnimInstance : public UFortAnimInstance, public IFortPlayMontageForGameplayTagQueryInterface {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUsesDayPhaseChange: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bIgnoreSignificanceManagerAndAlwaysTick: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bHideUntilFirstAnimationUpdate: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bUnhideOnNextUpdate: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bCanPlayCustomAnimations: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bUpdateOwnerAnimInputProperty: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsSkydiving: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsParachuteOpened: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsSkydiveDiveMode: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsSkydiveFloating: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsCrouching: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsTargeting: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsInVehicleSeat: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsFerretVehicleDriver: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsFerretVehiclePassenger: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsGolfCartVehicleDriver: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsGolfCartVehicleFrontPassenger: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsGolfCartVehicleBackPassenger: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsAntelopeVehicleDriver: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsAntelopeVehiclePassenger: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsJackalVehicleDriver: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bIsOctopusVehicleDriver: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagAnimations GameplayTagAnimations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float CrouchingWithRigidBodyEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 CurrentLOD;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortAnimInput_SkydivingExternalForce SkydivingExternalForceInput;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bRegisteredForDayPhaseChange: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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EFortCustomPartType PartType;
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public:
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UCustomCharacterPartAnimInstance();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void PreDestruction();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayMontageFromGameplayTagQuery(const FGameplayTagQuery& MatchingQuery, UAnimMontage* MontagePlaying);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnParachuteOpened();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnParachuteClosed();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnNotifyPartsStopped(FName Context);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnNotifyPartsStarted(FName Context);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnEndTargeting();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnEndSkydiving();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnEndCrouching();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnBeginTargeting();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnBeginSkydiving();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnBeginCrouching();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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USkeletalMeshComponent* GetPartSkeletalMeshComponent() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetOwnerZVelocity() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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USkeletalMeshComponent* GetOwnerSkeletalMeshComponent() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetOwnerDirection() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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EFortCustomPartType GetCharacterPartType() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortPlayerPawn* GetAssociatedPlayerPawn() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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USkeletalMeshComponent* FindChildCommponentFromAttachSocket(USkeletalMeshComponent* Parent, bool bIncludeAllDescendants, FName AttachSocket) const;
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// Fix for true pure virtual functions not being implemented
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};
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