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

41 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CustomCharacterPartAnimInstance.h"
#include "CustomCharacterPartAnimInstance_RhinoBackpack.generated.h"
UCLASS(Blueprintable, NonTransient)
class UCustomCharacterPartAnimInstance_RhinoBackpack : public UCustomCharacterPartAnimInstance {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector Piston1Movement;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector Piston2Movement;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector Piston3Movement;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Piston1SinOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Piston2SinOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Piston3SinOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DefaultPistonSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FastPistonSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FastPistonThreshold;
UCustomCharacterPartAnimInstance_RhinoBackpack();
};