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https://github.com/FortniteModdingHub/FNGameProj.git
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45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Engine/EngineTypes.h"
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#include "FortAnimSetRandomAnimation.h"
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#include "FortAnimSet.generated.h"
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class UAnimSequenceBase;
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class UAnimationAsset;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortAnimSet : public UDataAsset {
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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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FDirectoryPath SourceRootPath;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FDirectoryPath> TargetRootPathList;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequenceBase* FallbackSequence;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> UniqueInSourceAssets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> UniqueInTargetAssets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortAnimSetRandomAnimation> RandomAnimations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FName, UAnimationAsset*> AssetRemapping;
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UFortAnimSet();
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UFUNCTION(BlueprintCallable)
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void UpdateReferencesInRandomSection();
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UFUNCTION(BlueprintCallable)
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void UpdateAssets();
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};
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