mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
572 lines
11 KiB
C++
572 lines
11 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Animation/AnimInstance.h"
|
|
#include "GameplayTags.h"
|
|
#include "Math/Rotator.h"
|
|
#include "Math/Vector.h"
|
|
#include "BoneContainer.h"
|
|
#include "FortniteGame/FortniteGame.h"
|
|
#include "Animation/AnimMontage.h"
|
|
#include "FortBaseAnimInstance.generated.h"
|
|
|
|
|
|
UCLASS(BlueprintType)
|
|
class UFortAnimInputEvent : public UObject
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FName EventName;
|
|
|
|
//UFUNCTION(Blueprintable, BlueprintCallable)
|
|
//bool IsNamed(FName InEventName);
|
|
|
|
//UFUNCTION(Blueprintable, BlueprintCallable)
|
|
//UFortAnimInputEvent* CreateAnimInputEvent(FName InEventName);
|
|
|
|
};
|
|
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FGameplayTagAnimationData
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FGameplayTagContainer GameplayTags;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
EFortCustomGender ValidGenders;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
TSoftObjectPtr<UAnimMontage> AnimMontage;
|
|
};
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FGameplayTagAnimations
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
UPROPERTY(EditAnywhere)
|
|
TArray<FGameplayTagAnimationData> GameplayTagAnimData;
|
|
};
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FFortAnimInput_SkydivingExternalForce
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bUseSkydivingVectorForce; // 0x00(0x01)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector SkydivingVectorForce; // 0x04(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector HeadToPelvisDirection; // 0x10(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector FloatingMultiplier; // 0x1c(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector FloatingAdditive; // 0x28(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector DivingMultiplier; // 0x34(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector DivingAdditive; // 0x40(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector ParachutingMultiplier; // 0x4c(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector ParachutingAdditive; // 0x58(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bUseNoisyClothGravity; // 0x64(0x01)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bApplyNoiseInActorSpace; // 0x65(0x01)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PerlinRangedOutMinX; // 0x68(0x04)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PerlinRangedOutMaxX; // 0x6c(0x04)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PerlinRangedOutMinY; // 0x70(0x04)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PerlinRangedOutMaxY; // 0x74(0x04)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PerlinRangedOutMinZ; // 0x78(0x04)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PerlinRangedOutMaxZ; // 0x7c(0x04)
|
|
};
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FFortAnimInput_SlopeInfo
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
UPROPERTY(EditAnywhere)
|
|
FVector RootSlopeTranslation; // 0x00(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector LeftFootSlopeTranslation; // 0x0c(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector RightFootSlopeTranslation; // 0x18(0x0c)
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FRotator SlopeRotation; // 0x24(0x0c)
|
|
};
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FBoneSet
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
TArray<FBoneReference> Bones; // 0x00(0x10)
|
|
};
|
|
|
|
UCLASS(BlueprintType)
|
|
class FORTNITEGAME_API UFortBaseAnimInstance : public UAnimInstance
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
TArray<UFortAnimInputEvent*> AnimInputEventList;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
TMap<FGameplayTag, FBoneSet> BoneSets;
|
|
|
|
//UPROPERTY(EditAnywhere)
|
|
//TArray<FAnimTagProperty> AnimPropertyGameplayTagBindings;
|
|
/*
|
|
UPROPERTY(EditAnywhere)
|
|
FMulticastInlineDelegate OnGameplayTagNotifyBegin;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FMulticastInlineDelegate OnGameplayTagNotifyEnd;
|
|
|
|
UFUNCTION(Blueprintable, BlueprintCallable)
|
|
AFortPawn* TryGetFortPawn();
|
|
|
|
UFUNCTION(Blueprintable, BlueprintCallable)
|
|
void BlueprintProcessAnimInputEvent(UFortAnimInputEvent* AnimInputEvent);
|
|
*/
|
|
};
|
|
|
|
|
|
|
|
UCLASS(BlueprintType)
|
|
class UFortAnimInstance : public UFortBaseAnimInstance
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bUpdateAllPawnProperties;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float VelocityLerpAlpha;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector PawnVelocity;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float MinSpeed2DThreshold;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PawnSpeed2D;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PawnVelocityZ;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PawnMovementDirectionAzimuth;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PawnMovementDirectionElevation;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FRotator PawnRotationRate;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FRotator PawnDeltaRotation;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FRotator PawnLastRotation;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector PawnLastLocation;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsJumping;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsFalling;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bShouldPredictLanding;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bLandingPredicted;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float PredictedFallTimeLeft;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float FallLookAheadSubStepping;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
int FallLookAheadMaxIterations;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bDebugLandPrediction;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bRecordJumpPositions;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsRecordingJump;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
int RecordJumpFrameCount;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FVector RecordJumpInitialJumpLocation;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float AimPitch;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float AimYaw;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float TimeForRecentlyFired;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float TimeToReachRelaxedLevel1;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float TimeToReachRelaxedLevel2;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float MinTimeAfterFiredBeforeWallRelaxed;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bRecentlyFired;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsRelaxedLevel1;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsRelaxedLevel2;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsWeaponLoweredNearWall;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bExitedRelaxedThisUpdate;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bLowerWeaponNearWallDuringTargeting;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float RelaxedLevelTimeCounter;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float SavedWeaponLastFireTime;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
EAnimRelaxedState RequestedRelaxedState;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bClothEnabled;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bAnimDynamicsEnabled;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bRigidBodyEnabled;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bEnableAdditiveLayer;
|
|
/*
|
|
UPROPERTY(EditAnywhere)
|
|
char UnknownData_404_1 : 7;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
char UnknownData_405[0xb];
|
|
|
|
UFUNCTION(Blueprintable, BlueprintCallable)
|
|
AFortAIPawn* TryGetFortAIPawn();
|
|
|
|
UFUNCTION(Blueprintable, BlueprintCallable)
|
|
void StopMontageIncludingInactive(float InBlendOutTime, UAnimMontage* Montage);
|
|
|
|
UFUNCTION(Blueprintable, BlueprintCallable)
|
|
void GetPreviousFrameAimPitchAndYaw(float OutPitch, float OutYaw);
|
|
|
|
UFUNCTION(Blueprintable, BlueprintCallable)
|
|
EFortCardinalDirection GetCardinalDirectionFromAngle(float Angle, float DeadZoneAngle);
|
|
|
|
UFUNCTION(Blueprintable, BlueprintCallable)
|
|
void AnimNotify_RightFootStep(UAnimNotify* Notify);
|
|
|
|
UFUNCTION(Blueprintable, BlueprintCallable)
|
|
void AnimNotify_LeftFootStep(UAnimNotify* Notify);
|
|
*/
|
|
};
|
|
|
|
|
|
UCLASS(BlueprintType)
|
|
class UCustomCharacterPartAnimInstance : public UFortAnimInstance
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
//UPROPERTY(EditAnywhere)
|
|
//AFortWeapon* CurrentWeapon;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bUsesDayPhaseChange;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIgnoreSignificanceManagerAndAlwaysTick;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bHideUntilFirstAnimationUpdate;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bUnhideOnNextUpdate;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bCanPlayCustomAnimations;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bUpdateOwnerAnimInputProperty;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsCharacterCustomizationLoaded;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsSkydiving;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsParachuteOpened;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsSkydiveDiveMode;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsSkydiveFloating;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsCrouching;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsSprinting;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsAccelerating2D;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsMoving2D;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsBackpedaling;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsUsingJetpack;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsSlopeSliding;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsSurfaceSwimming;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsWaterJump;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsSwimSprinting;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsPlayingEmote;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsPlayingMeleeAnim;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsPlayingFullBodySlotInFrontEnd;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsInFrontEnd;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsInVehicle;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsInShoppingCart;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsInCannon;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsTargeting;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsTargetingConsumableThrow;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsCrouchSprinting;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsDBNO;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsOnGround;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsLandingPredicted;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsInVehicleSeat;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsFerretVehicleDriver;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsFerretVehiclePassenger;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsGolfCartVehicleDriver;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsGolfCartVehicleFrontPassenger;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsGolfCartVehicleBackPassenger;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsAntelopeVehicleDriver;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsAntelopeVehiclePassenger;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsJackalVehicleDriver;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsOctopusVehicleDriver;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsOstrichVehicleDriver;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsOstrichVehicleGunner;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsMeatballDriver;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsMeatballPassenger;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsDBNOCarrying;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bIsDBNOCarried;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bOverrideRBANSimSpaceInFrontEnd;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FGameplayTagAnimations GameplayTagAnimations;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
float CrouchingWithRigidBodyEnabled;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
int CurrentLOD;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FFortAnimInput_SkydivingExternalForce SkydivingExternalForceInput;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FFortAnimInput_SlopeInfo SlopeInfoInput;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bRegisteredForDayPhaseChange;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
EFortCustomPartType PartType;
|
|
|
|
};
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FORTNITEGAME_API FFortAnimInput_Facial
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
//UPROPERTY(EditAnywhere)
|
|
//FLiveLinkSubjectName SubjectName;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
EFortFacialAnimTypes CurrentAnimType;
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
bool bCurvesOnly;
|
|
|
|
};
|
|
|
|
|
|
UCLASS(BlueprintType)
|
|
class FORTNITEGAME_API UHeadPartAnimInstance : public UCustomCharacterPartAnimInstance
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere)
|
|
FFortAnimInput_Facial FacialInput;
|
|
|
|
}; |