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

80 lines
2.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "GameplayTagContainer.h"
#include "EFortDisplayGender.h"
#include "FortAnimInput_Facial.h"
#include "FortPlayMontageForGameplayTagQueryInterface.h"
#include "GameplayTagAnimations.h"
#include "FrontendAnimInstance.generated.h"
class AFortPlayerPawn;
class UAnimMontage;
UCLASS(Blueprintable, NonTransient)
class FORTNITEGAME_API UFrontendAnimInstance : public UAnimInstance, public IFortPlayMontageForGameplayTagQueryInterface {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bIsSkydiving;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FFortAnimInput_Facial FacialInput;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortPlayerPawn* FortPlayerPawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EFortDisplayGender::Type> Gender;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* IntroAnimation_Female;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* IntroAnimation_Male;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* OutroAnimation_Female;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* OutroAnimation_Male;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* SelectedAnimation_Female;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* SelectedAnimation_Male;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
uint8 bCanPlayCustomAnimations: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagAnimations GameplayTagAnimations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagAnimations FemaleGameplayTagAnimations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagAnimations MaleGameplayTagAnimations;
public:
UFrontendAnimInstance();
UFUNCTION(BlueprintCallable)
void PlaySelected();
UFUNCTION(BlueprintCallable)
void PlayOutro();
UFUNCTION(BlueprintCallable)
void PlayIntro();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPlayMontageFromGameplayTagQuery(const FGameplayTagQuery& MatchingQuery, UAnimMontage* MontagePlaying);
// Fix for true pure virtual functions not being implemented
};