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54 lines
2.0 KiB
C++
54 lines
2.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "CustomCharacterPartAnimInstance.h"
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#include "ClothingSimulationInteractorNv.h"
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#include "CustomCharacterPartAnimInstance_Cape.generated.h"
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class UClothingSimulationInteractorNv;
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class USkeletalMeshComponent;
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UCLASS(Blueprintable, NonTransient)
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class UCustomCharacterPartAnimInstance_Cape : public UCustomCharacterPartAnimInstance {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* MeshToCopy;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UClothingSimulationInteractorNv* ClothingSimInteractor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsDBNO;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector FakeWindVelocityDBNO;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float BlendOutForksAlpha;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bBlendInBackwardPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector CapeFakeVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector FakeWindVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector AimOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AimOffsetMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FVector FinalCapeWindVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float FinalCapeBlendOutAlpha;
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UCustomCharacterPartAnimInstance_Cape();
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};
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