Refactored Forward Facing animation data.

Reverted back to UE5.6 -> UE5.5.
This commit is contained in:
LongLy 2025-07-31 17:06:58 +07:00
parent 501111ec24
commit 29d0870443
9 changed files with 160 additions and 203 deletions

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@ -1,12 +1,10 @@
{
"version": "1.0",
"components": [
"Component.Unreal.Debugger",
"Component.Unreal.Ide",
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.Unreal.Workspace",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
"Microsoft.VisualStudio.Component.VC.Llvm.Clang",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows11SDK.22621",
"Microsoft.VisualStudio.Workload.CoreEditor",

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@ -60,20 +60,15 @@ void UOLSBaseLinkedLayerAnimInstance::NativeThreadSafeUpdateSkeletonControlData(
OrientationWarpingAlpha = GetCurveValue(EnableOrientationWarpingName);
bIsLeftFootFarFromTarget = UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange(
GetOwningComponent(), IKFootLeft, RTS_World,
IKTargetFootLeft, RTS_World, false,
GetOwningComponent(), FeetPositionSettings.IKFootLeft, RTS_World,
FeetPositionSettings.IKTargetFootLeft, RTS_World, false,
0.f, 0.f, 0.f, 0.f) > 8.0f;
bIsRightFootFarFromTarget = UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange(
GetOwningComponent(), IKFootRight, RTS_World,
IKTargetFootRight, RTS_World, false,
GetOwningComponent(), FeetPositionSettings.IKFootRight, RTS_World,
FeetPositionSettings.IKTargetFootRight, RTS_World, false,
0.f, 0.f, 0.f, 0.f) > 8.0f;
// const float feetPositionValue = GetCurveValue(FeetPositionCurveName);
// bIsRightFootPlanted = feetPositionValue > 0.5f;
// bIsLeftFootPlanted = FMath::Abs(feetPositionValue) > 0.5f;
// If neither foot is planted, use the last valid foot
if (!bIsRightFootFarFromTarget && !bIsLeftFootFarFromTarget)
{
@ -164,7 +159,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStartCycleAnimation(const
if (isAiming)
{
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetStartCycleFromHipDirection(hipDirection).
GetMovementAnimationByCardinalDirection(velocityDirection);
GetMovementAnimByCardinalDirection(
velocityDirection, bIsRightFootFarFromTarget);
}
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StartCycle.
@ -181,7 +177,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectCycleAnimation(const bool
if (isAiming)
{
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetCycleFromHipDirection(hipDirection).
GetMovementAnimationByCardinalDirection(velocityDirection);
GetMovementAnimByCardinalDirection(
velocityDirection, bIsRightFootFarFromTarget);
}
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Cycle;
@ -197,11 +194,12 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectPivotAnimation(const bool
if (isAiming)
{
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetPivotFromHipDirection(hipDirection).
GetMovementAnimationByCardinalDirection(velocityDirection);
GetMovementAnimByCardinalDirection(
velocityDirection, bIsRightFootFarFromTarget);
}
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Pivot.GetLeftOrRightByAngle(
angle, bIsLeftFootFarFromTarget, bIsRightFootFarFromTarget);
angle, bIsRightFootFarFromTarget);
}
UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStopCycleAnimation(const bool isCrouching,
@ -213,8 +211,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStopCycleAnimation(const b
if (isAiming)
{
return GetGaitAnimSets(isCrouching, gait).
GaitAnimSet_CameraFacing.GetStopCycleFromHipDirection(hipDirection).
GetMovementAnimationByCardinalDirection(velocityDirection);
GaitAnimSet_CameraFacing.GetStopCycleFromHipDirection(hipDirection).GetMovementAnimByCardinalDirection(
velocityDirection, bIsRightFootFarFromTarget);
}
return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StopCycle.GetLeftOrRightAnim(bIsRightFootFarFromTarget);

View File

@ -60,54 +60,36 @@ bool FOLSIdleAndTurnInPlaceAnimSet::CanPlayIdleBreakAnimation() const
return IdleAnimSet.HasAnyIdleBreaks();
}
UAnimSequence* FOLSMovementAnimSet::GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const
class UAnimSequence* FOLSMovementAnimSet_FeetPosition::GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const
{
TObjectPtr<UAnimSequence> result = nullptr;
switch (direction)
{
case EOLSCardinalDirection::EForward:
result = Forward;
break;
case EOLSCardinalDirection::EBackward:
result = Backward;
break;
case EOLSCardinalDirection::ERight:
result = Right;
break;
case EOLSCardinalDirection::ELeft:
result = Left;
break;
}
return result;
return (isRightFootFarFromTarget ? RightFoot : LeftFoot);
}
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForwardLeftOrRightFootByAngle(
const bool isRightFootFront) const
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const
{
return (isRightFootFront) ? Forward_R : Forward_L;
return Forward.GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
}
UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForward180LeftOrRightByAngle(const float angle) const
{
return (angle > 0.f) ? Forward180_R : Forward180_L;
return (angle > 0.f) ? Forward180R : Forward180L;
}
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAnimationByAngle(
const EOLSCardinalDirection direction, const float angle, const bool isRightFootFront) const
const EOLSCardinalDirection direction, const float angle, const bool isRightFootFarFromTarget) const
{
TObjectPtr<UAnimSequence> result = nullptr;
switch (direction)
{
case EOLSCardinalDirection::EForward:
result = GetForwardLeftOrRightFootByAngle(isRightFootFront);
result = GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
break;
case EOLSCardinalDirection::ELeft:
result = Left;
result = Forward90L;
break;
case EOLSCardinalDirection::ERight:
result = Right;
result = Forward90R;
break;
case EOLSCardinalDirection::EBackward:
result = GetForward180LeftOrRightByAngle(angle);
@ -117,32 +99,17 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAn
return result;
}
void FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightAnimSet(const bool isLeftFootPlanted,
const bool isRightFootPlanted, FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const
class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
const bool isRightFootFarFromTarget) const
{
if (isLeftFootPlanted)
{
outAnimSet = Pivot_LeftFoot;
}
else if (isRightFootPlanted)
{
outAnimSet = Pivot_RightFoot;
}
return (angle > 0.f
? Pivot180R.GetForwardLeftOrRightFoot(isRightFootFarFromTarget)
: Pivot180L.GetForwardLeftOrRightFoot(isRightFootFarFromTarget));
}
UAnimSequence* FOLSMovementAnimSets_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
{
return (isRightFootPlanted ? StopCycle_RightFoot : StopCycle_LeftFoot);
}
class UAnimSequence* FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
const bool isLeftFootPlanted,
const bool isRightFootPlanted) const
{
FOLSMovementAnimSet_ForwardFacing_Pivot animSet;
GetLeftOrRightAnimSet(isLeftFootPlanted, isRightFootPlanted, animSet);
return (angle > 0.f) ? animSet.Pivot180R : animSet.Pivot180L;
return Stop.GetForwardLeftOrRightFoot(isRightFootPlanted);
}
void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlayRate& state, FVector2D& outPlayRate) const
@ -161,22 +128,51 @@ void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlay
}
}
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const
void FOLSMovementAnimSet_CameraFacing_Directional::GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction,
FOLSMovementAnimSet_FeetPosition& outAnimSet) const
{
switch (direction)
{
case EOLSCardinalDirection::EForward:
outAnimSet = Forward;
break;
case EOLSCardinalDirection::EBackward:
outAnimSet = Backward;
break;
case EOLSCardinalDirection::ERight:
outAnimSet = Right;
break;
case EOLSCardinalDirection::ELeft:
outAnimSet = Left;
break;
}
}
UAnimSequence* FOLSMovementAnimSet_CameraFacing_Directional::GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction,
const bool isRightFootFarFromTarget) const
{
FOLSMovementAnimSet_FeetPosition animSet;
GetMovementAnimSetByCardinalDirection(direction, animSet);
return animSet.GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
}
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const
{
return (hipDirection == EOLSHipDirection::EForward) ? StartCycle_HipForward : StartCycle_HipBackward;
}
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const
{
return (hipDirection == EOLSHipDirection::EForward) ? Cycle_HipForward : Cycle_HipBackward;
}
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const
{
return (hipDirection == EOLSHipDirection::EForward) ? Pivot_HipForward : Pivot_HipBackward;
}
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const
{
return (hipDirection == EOLSHipDirection::EForward) ? StopCycle_HipForward : StopCycle_HipBackward;
}

View File

@ -262,20 +262,8 @@ protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|DistanceMatching")
FName JumpDistanceCurveName = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
FName FeetPositionCurveName = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
FName IKFootRight = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
FName IKTargetFootRight = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
FName IKFootLeft = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|AnimSet|FeetPosition")
FName IKTargetFootLeft = NAME_None;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|FeetPosition")
FOLSFeetPositionSettings FeetPositionSettings;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings|StrideWarping")
float StrideWarpingBlendInDurationScaled = .2f;

View File

@ -10,31 +10,26 @@
#include "OLSAnimationData.generated.h"
USTRUCT(BlueprintType)
struct FOLSRotationMatchingData
struct FOLSFeetPositionSettings
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float TargetAngle = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName IKFootRight = NAME_None;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float CurrentAccelDir = 0.0f;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float EntryAccelDir = 0.0f;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float EntryRotYaw = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName IKTargetFootRight = NAME_None;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
float DesiredYaw = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName IKFootLeft = NAME_None;
UPROPERTY(BlueprintReadWrite, Category = "RotationMatchingData")
uint8 AnimHasRotationLeft : 1 = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FName IKTargetFootLeft = NAME_None;
};
#pragma region Idle and Turn In-Place AnimSets
USTRUCT(BlueprintType)
struct FOLSTurnInPlaceAnimSet
{
@ -46,37 +41,19 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> TurnInPlace_90_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> TurnInPlace_90_R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> TurnInPlace_180_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> TurnInPlace_180_R = nullptr;
};
USTRUCT(BlueprintType)
struct FOLSAimAnimSet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
TObjectPtr<class UAnimSequence> AimPose = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
TObjectPtr<class UAimOffsetBlendSpace> IdleAimOffset = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Aim Anim Set")
TObjectPtr<class UAimOffsetBlendSpace> RelaxedAimOffset = nullptr;
};
USTRUCT(BlueprintType)
struct FOLSIdleAnimSet
{
@ -90,13 +67,13 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TArray<class UAnimSequence*> IdleBreaks;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> Idle = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> IdleExit = nullptr;
};
@ -115,37 +92,34 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSIdleAnimSet IdleAnimSet;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set")
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSTurnInPlaceAnimSet TurnInPlaceAnimSet;
};
#pragma endregion
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet
struct FOLSMovementAnimSet_FeetPosition
{
GENERATED_BODY()
public:
class UAnimSequence* GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const;
class UAnimSequence* GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Forward = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Backward = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Right = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> LeftFoot = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<class UAnimSequence> RightFoot = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
TObjectPtr<class UAnimSequence> Left = nullptr;
};
#pragma region Forward Facing Anim Sets
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet_ForwardFacing_StartCycle
{
@ -153,31 +127,28 @@ struct FOLSMovementAnimSet_ForwardFacing_StartCycle
public:
class UAnimSequence* GetForwardLeftOrRightFootByAngle(const bool isRightFootFront) const;
class UAnimSequence* GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const;
class UAnimSequence* GetForward180LeftOrRightByAngle(const float angle) const;
class UAnimSequence* GetMovementAnimationByAngle(const EOLSCardinalDirection direction,
const float angle,
const bool isRightFootFront) const;
const bool isRightFootFarFromTarget) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Forward_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Forward_R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Left or Right Foot"))
FOLSMovementAnimSet_FeetPosition Forward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Forward180_L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Left"))
TObjectPtr<class UAnimSequence> Forward180L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Forward180_R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Right = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Right"))
TObjectPtr<class UAnimSequence> Forward180R = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
TObjectPtr<class UAnimSequence> Left = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Left"))
TObjectPtr<class UAnimSequence> Forward90L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Right"))
TObjectPtr<class UAnimSequence> Forward90R = nullptr;
};
USTRUCT(BlueprintType)
@ -185,43 +156,22 @@ struct FOLSMovementAnimSet_ForwardFacing_Pivot
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
TObjectPtr<class UAnimSequence> Pivot180L = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
TObjectPtr<class UAnimSequence> Pivot180R = nullptr;
};
USTRUCT(BlueprintType)
struct FOLSMovementAnimSets_ForwardFacing_Pivot
{
GENERATED_BODY()
protected:
void GetLeftOrRightAnimSet(const bool isLeftFootPlanted, const bool isRightFootPlanted,
FOLSMovementAnimSet_ForwardFacing_Pivot& outAnimSet) const;
public:
class UAnimSequence* GetLeftOrRightByAngle(const float angle,
const bool isLeftFootPlanted,
const bool isRightFootPlanted) const;
const bool isRightFootFarFromTarget) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
FOLSMovementAnimSet_ForwardFacing_Pivot Pivot_LeftFoot;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
FOLSMovementAnimSet_ForwardFacing_Pivot Pivot_RightFoot;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Left"))
FOLSMovementAnimSet_FeetPosition Pivot180L;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Right"))
FOLSMovementAnimSet_FeetPosition Pivot180R;
};
USTRUCT(BlueprintType)
struct FOLSMovementAnimSets_ForwardFacing_StopCycle
struct FOLSMovementAnimSet_ForwardFacing_StopCycle
{
GENERATED_BODY()
@ -231,11 +181,37 @@ public:
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
TObjectPtr<class UAnimSequence> StopCycle_LeftFoot;
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Stop Left or Right Foot"))
FOLSMovementAnimSet_FeetPosition Stop;
};
#pragma endregion
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
TObjectPtr<class UAnimSequence> StopCycle_RightFoot;
USTRUCT(BlueprintType)
struct FOLSMovementAnimSet_CameraFacing_Directional
{
GENERATED_BODY()
protected:
void GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction, FOLSMovementAnimSet_FeetPosition& outAnimSet) const;
public:
class UAnimSequence* GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction, const bool isRightFootFarFromTarget) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSMovementAnimSet_FeetPosition Forward;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSMovementAnimSet_FeetPosition Backward;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSMovementAnimSet_FeetPosition Right;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FOLSMovementAnimSet_FeetPosition Left;
};
USTRUCT(BlueprintType)
@ -283,12 +259,13 @@ public:
TObjectPtr<class UAnimSequence> Cycle = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
FOLSMovementAnimSets_ForwardFacing_Pivot Pivot;
FOLSMovementAnimSet_ForwardFacing_Pivot Pivot;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
FOLSMovementAnimSets_ForwardFacing_StopCycle StopCycle;
FOLSMovementAnimSet_ForwardFacing_StopCycle StopCycle;
};
USTRUCT(BlueprintType)
struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
{
@ -296,36 +273,36 @@ struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
public:
const FOLSMovementAnimSet& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet_CameraFacing_Directional& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet_CameraFacing_Directional& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet_CameraFacing_Directional& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
const FOLSMovementAnimSet_CameraFacing_Directional& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
FOLSMovementAnimSet StartCycle_HipForward;
FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipForward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
FOLSMovementAnimSet Cycle_HipForward;
FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipForward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
FOLSMovementAnimSet Pivot_HipForward;
FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipForward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
FOLSMovementAnimSet StopCycle_HipForward;
FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipForward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
FOLSMovementAnimSet StartCycle_HipBackward;
FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipBackward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
FOLSMovementAnimSet Cycle_HipBackward;
FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipBackward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
FOLSMovementAnimSet Pivot_HipBackward;
FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipBackward;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
FOLSMovementAnimSet StopCycle_HipBackward;
FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipBackward;
};
USTRUCT(BlueprintType)

View File

@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "5.6",
"EngineAssociation": "5.5",
"Category": "",
"Description": "",
"Modules": [