Files
FNGameProj/Source/FortniteGame/Private/FortAnimInstance.cpp
T
2024-06-07 01:17:09 +02:00

63 lines
1.8 KiB
C++

#include "FortAnimInstance.h"
AFortAIPawn* UFortAnimInstance::TryGetFortAIPawn() {
return NULL;
}
void UFortAnimInstance::StopMontageIncludingInactive(float InBlendOutTime, const UAnimMontage* Montage) {
}
void UFortAnimInstance::GetPreviousFrameAimPitchAndYaw(float& OutPitch, float& OutYaw) const {
}
EFortCardinalDirection UFortAnimInstance::GetCardinalDirectionFromAngle(float Angle, float DeadZoneAngle) const {
return EFortCardinalDirection::North;
}
void UFortAnimInstance::AnimNotify_RightFootStep(const UAnimNotify* Notify) {
}
void UFortAnimInstance::AnimNotify_LeftFootStep(const UAnimNotify* Notify) {
}
UFortAnimInstance::UFortAnimInstance() {
bUpdateAllPawnProperties = true;
VelocityLerpAlpha = 1;
MinSpeed2DThreshold = 1;
PawnSpeed2D = 1;
PawnVelocityZ = 1;
PawnMovementDirectionAzimuth = 1;
PawnMovementDirectionElevation = 1;
bIsJumping = false;
bIsFalling = false;
bShouldPredictLanding = false;
bLandingPredicted = false;
PredictedFallTimeLeft = 1;
FallLookAheadSubStepping = 1;
FallLookAheadMaxIterations = 0;
bDebugLandPrediction = false;
bRecordJumpPositions = false;
bIsRecordingJump = false;
RecordJumpFrameCount = 0;
AimPitch = 1;
AimYaw = 1;
TimeForRecentlyFired = 1;
TimeToReachRelaxedLevel1 = 1;
TimeToReachRelaxedLevel2 = 1;
MinTimeAfterFiredBeforeWallRelaxed = 1;
bRecentlyFired = false;
bIsRelaxedLevel1 = false;
bIsRelaxedLevel2 = false;
bIsWeaponLoweredNearWall = false;
bExitedRelaxedThisUpdate = false;
bLowerWeaponNearWallDuringTargeting = true;
RelaxedLevelTimeCounter = 1;
SavedWeaponLastFireTime = 1;
RequestedRelaxedState = EAnimRelaxedState::None;
bClothEnabled = false;
bAnimDynamicsEnabled = false;
bRigidBodyEnabled = false;
bEnableAdditiveLayer = false;
}