Files
2024-01-21 00:41:14 +01:00

46 lines
1.3 KiB
C++

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