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https://github.com/ApfelTeeSaft/UnrealEvent.git
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68 lines
2.4 KiB
C++
68 lines
2.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Animation/AnimNotifies/AnimNotifyState.h"
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#include "EmotePropMaterialScalarParam.h"
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#include "Templates/SubclassOf.h"
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#include "FortAnimNotifyState_SpawnProp.generated.h"
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class AActor;
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class UAnimationAsset;
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class USkeletalMesh;
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class UStaticMesh;
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UCLASS(Blueprintable, CollapseCategories, EditInlineNew)
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class FORTNITEGAME_API UFortAnimNotifyState_SpawnProp : public UAnimNotifyState {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName SocketName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector LocationOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator RotationOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector Scale = FVector(1.0f, 1.0f, 1.0f);
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AActor> ActorProp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USkeletalMesh* SkeletalMeshProp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimationAsset* SkeletalMeshPropAnimation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bInheritScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAbsoluteScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bPropAnimLooping;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bPrestreamTextures;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PrestreamTextureDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UStaticMesh* StaticMeshProp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FEmotePropMaterialScalarParam> PropMaterialScalarParams;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 PropId;
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UFortAnimNotifyState_SpawnProp();
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virtual void NotifyBegin(class USkeletalMeshComponent * MeshComp, class UAnimSequenceBase * Animation, float TotalDuration) override;
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};
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