Files
FNGameProj/Source/FortniteGame/Public/CustomCharacterPartAnimInstance_Cape.h
2024-01-21 00:41:14 +01:00

54 lines
2.0 KiB
C++

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