Files
2026-04-22 15:51:07 +02:00

68 lines
2.4 KiB
C++

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