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

47 lines
1.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CustomCharacterPartAnimInstance.h"
#include "CustomCharacterPartAnimInstance_DJBackpack.generated.h"
UCLASS(Blueprintable, NonTransient)
class UCustomCharacterPartAnimInstance_DJBackpack : public UCustomCharacterPartAnimInstance {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsKillCelebrationActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 KillCountLastFrame;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 KillCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float CurrentSpinRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FRotator BallRotator;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float BaseSpinRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SpinRateMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DefaultSpinRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DefaultSpinRateInterpSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float KillCelebrationSpinRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float KillCelebrationSpinRateInterpSpeed;
UCustomCharacterPartAnimInstance_DJBackpack();
};