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

53 lines
1.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "EThirdPersonAutoFollowMode.h"
#include "FortChaseCameraHelper.generated.h"
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FFortChaseCameraHelper {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTransform PivotToViewTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTransform PivotToViewTarget_Crouching;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTransform MinCameraToPivot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTransform MaxCameraToPivot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CameraToPivotAlphaInterpSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CameraCollisionSphereRadius;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float PivotLocationInterpSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float PivotRotationInterpSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EThirdPersonAutoFollowMode AutoFollowMode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CameraTruckRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AutoFollowPitch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LazyAutoFollowPitchMin;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LazyAutoFollowPitchMax;
FFortChaseCameraHelper();
};