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https://github.com/FortniteModdingHub/FNGameProj.git
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Added FortAnimNotifyStates
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "FortAnimNotifyState.h"
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@@ -0,0 +1,103 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimNotifies/AnimNotifyState.h"
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#include "Sound/SoundNode.h"
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#include "FortAnimNotifyState.generated.h"
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/**
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*
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*/
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UCLASS(BlueprintType)
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class UFortAnimNotifyState_EmoteSound : public UAnimNotifyState
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere)
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USoundBase* EmoteSound1P;
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UPROPERTY(EditAnywhere)
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USoundBase* EmoteSound3P;
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UPROPERTY(EditAnywhere)
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bool bPrimarySound;
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UPROPERTY(EditAnywhere)
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FName SoundName;
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UPROPERTY(EditAnywhere)
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float FadeOutTime;
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UPROPERTY(EditAnywhere)
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bool CopyrightedAudio;
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UPROPERTY(EditAnywhere)
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bool bStopAudioOnNotifyEnd;
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};
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UENUM()
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enum class EFortHandIKOverrideType : uint8
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{
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ForceFK = 1,
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ForceIK = 2,
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ForceFKSnap = 3,
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EFortHandIKOverrideType_MAX = 4
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};
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UENUM()
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enum class EFortPlayerAnimBodyType : uint8
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{
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Medium = 1,
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Large = 2,
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All = 3,
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EFortPlayerAnimBodyType_MAX = 4
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};
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USTRUCT(BlueprintType)
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struct FEmoteRetargetingNotifyParameters
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere)
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EFortPlayerAnimBodyType BodyTypeToAffect;
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UPROPERTY(EditAnywhere)
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EFortHandIKOverrideType LeftHandIK;
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UPROPERTY(EditAnywhere)
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EFortHandIKOverrideType RightHandIK;
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};
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UCLASS(BlueprintType)
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class UFortAnimNotifyState_EmoteRetargeting : public UAnimNotifyState
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere)
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TArray<FEmoteRetargetingNotifyParameters> EmoteParameters;
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};
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UCLASS(BlueprintType)
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class UFortSoundNodeLicensedContentSwitcher : public USoundNode
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{
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GENERATED_BODY()
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public:
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};
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