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

71 lines
2.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CustomCharacterPartAnimInstance.h"
#include "CustomCharacterPartAnimInstance_Balloons.generated.h"
class ABuildingGameplayActorBalloon;
class ACharacter;
class AFortPlayerPawn;
UCLASS(Blueprintable, NonTransient)
class UCustomCharacterPartAnimInstance_Balloons : public UCustomCharacterPartAnimInstance {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerPawn* PlayerPawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ACharacter* Character;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ABuildingGameplayActorBalloon* BGABalloon;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float PawnSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsMovingBackward;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float TrailVehicleAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float BalloonLocationAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FRotator BalloonSideRot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float IsFloatingAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float SpringAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float PawnZVelCheck;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float AimAlpha;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<float> ForwardLocationAlphas;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<float> BackwardLocationAlphas;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FRotator> ForwardRotators;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FRotator> BackwardRotators;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float SpringMultiplier;
public:
UCustomCharacterPartAnimInstance_Balloons();
};