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

40 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "Animation/AnimNotifies/AnimNotifyState.h"
#include "FortAnimNotifyState_ToySpawn.generated.h"
UCLASS(Blueprintable, CollapseCategories, EditInlineNew)
class UFortAnimNotifyState_ToySpawn : public UAnimNotifyState {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName SocketName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector LocationOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRotator RotationOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 PropId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bRepositionOnSpawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTransform ComponentSpaceSpawnPoint;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bRepositionOnLaunch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTransform ComponentSpaceLaunchPoint;
UFortAnimNotifyState_ToySpawn();
};