mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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120 lines
4.7 KiB
C++
120 lines
4.7 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortAnimInput_AdjustedAimOffset.h"
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#include "FortAnimPlayrateRange.h"
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#include "FortAnimInput_PlayerAnimAsset.generated.h"
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class UAimOffsetBlendSpace;
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class UAnimSequence;
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class UBlendSpaceBase;
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USTRUCT(BlueprintType)
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struct FFortAnimInput_PlayerAnimAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShouldApplyAimOffsetFullBody;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float FullBodyAimOffsetAlpha;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float UpperBodyAimOffsetAlpha;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bOverrideDisableArmsHeadAdditive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DisableArmsHeadAdditiveOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortAnimPlayrateRange SprintPlayrateClampRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortAnimPlayrateRange SprintTargetingPlayrateClampRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortAnimPlayrateRange CrouchSprintPlayrateClampRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortAnimPlayrateRange CrouchSprintTargetingPlayrateClampRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* TargetingPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAimOffsetBlendSpace* TargetingAimOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* NonTargetingPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAimOffsetBlendSpace* NonTargetingAimOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* RelaxedPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* RelaxedPoseLevel2;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAimOffsetBlendSpace* RelaxedAimOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBlendSpaceBase* JogAdditiveBlendSpace;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBlendSpaceBase* JogAdditiveBlendSpaceRelaxed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBlendSpaceBase* JogAdditiveBlendSpaceRelaxedLevel2;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* SprintAnimation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* SprintTargetingAnimation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* CrouchTargetingPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* CrouchNonTargetingPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* CrouchRelaxedPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBlendSpaceBase* CrouchWalkAdditiveBlendSpace;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBlendSpaceBase* CrouchJogAdditiveBlendSpace;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBlendSpaceBase* CrouchJogAdditiveBlendSpaceRelaxed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* CrouchSprintAnimation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* CrouchSprintTargetingAnimation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* IdleNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequence* IdleNoise_AR_DownSights;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bOverridePitchAndYawOffsets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortAnimInput_AdjustedAimOffset AnimSetOffsets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> BonesToHide;
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FORTNITEGAME_API FFortAnimInput_PlayerAnimAsset();
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};
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