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

120 lines
4.7 KiB
C++

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