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

41 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "TurnFloatRange.h"
#include "TurnTransitionData.generated.h"
USTRUCT(BlueprintType)
struct FTurnTransitionData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName MontageSectionName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MinYawAngle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxYawAngle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurnRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer RequiredGameplayTags;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 PriorityLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTurnFloatRange SpeedConstraintRange;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bEnableSpeedConstraint;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bSkipTransitionInCrowd;
FORTNITEGAME_API FTurnTransitionData();
};