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

40 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CustomCharacterPartAnimInstance.h"
#include "CustomCharacterPartAnimInstance_Angel.generated.h"
UCLASS(Blueprintable, NonTransient)
class UCustomCharacterPartAnimInstance_Angel : public UCustomCharacterPartAnimInstance {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float SkydivingAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float CrouchAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float RearClothAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float ClothAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float FrontClothAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float FeatherAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float CrouchSkirtAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float FrontClothCrouchAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float SpineRotLeft;
UCustomCharacterPartAnimInstance_Angel();
};