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https://github.com/FortniteModdingHub/FNGameProj.git
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46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "BoneContainer.h"
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#include "Animation/AnimTypes.h"
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#include "SourceDriver.generated.h"
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class UCurveFloat;
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USTRUCT(BlueprintType)
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struct FSourceDriver {
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoneReference SourceBone;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EComponentType::Type> SourceComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool UseQuaternion;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveFloat* DrivingCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Multiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bUseRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RangeMin;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RangeMax;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RemappedMin;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RemappedMax;
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FORTNITEGAME_API FSourceDriver();
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};
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