Reverted back to Unreal 5.4
Added curves into RFoot Stop Cycle for both walk and run. Implemented stop cycle foot based.
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17
.vsconfig
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17
.vsconfig
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@ -0,0 +1,17 @@
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{
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"version": "1.0",
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"components": [
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"Component.Unreal.Debugger",
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"Component.Unreal.Ide",
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL",
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"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Llvm.Clang",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.Windows11SDK.22621",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.ManagedDesktop",
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"Microsoft.VisualStudio.Workload.NativeDesktop",
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"Microsoft.VisualStudio.Workload.NativeGame"
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]
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}
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@ -180,18 +180,16 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectPivotAnimation(const bool
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const EOLSGait gait,
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const EOLSCardinalDirection velocityDirection,
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const EOLSHipDirection hipDirection,
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const float angle,
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float& outPivotTime) const
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const float angle) const
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{
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if (isAiming)
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{
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outPivotTime = 0.2f;
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetPivotFromHipDirection(hipDirection).
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GetMovementAnimationByCardinalDirection(velocityDirection);
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Pivot.GetLeftOrRightByAngle(
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angle, bIsLeftFootPlanted, bIsRightFootPlanted, outPivotTime);
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angle, bIsLeftFootPlanted, bIsRightFootPlanted);
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}
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UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStopCycleAnimation(const bool isCrouching,
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@ -207,7 +205,7 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStopCycleAnimation(const b
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GetMovementAnimationByCardinalDirection(velocityDirection);
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StopCycle;
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StopCycle.GetLeftOrRightAnim(bIsRightFootPlanted);
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}
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FVector2D UOLSBaseLinkedLayerAnimInstance::SelectPlayRateByLocomotionState(
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@ -130,14 +130,18 @@ void FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightAnimSet(const bool
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}
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}
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UAnimSequence* FOLSMovementAnimSets_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
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{
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return (isRightFootPlanted ? StopCycle_RightFoot : StopCycle_LeftFoot);
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}
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class UAnimSequence* FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
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const bool isLeftFootPlanted, const bool isRightFootPlanted, float& outPivotTime) const
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const bool isLeftFootPlanted,
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const bool isRightFootPlanted) const
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{
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FOLSMovementAnimSet_ForwardFacing_Pivot animSet;
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GetLeftOrRightAnimSet(isLeftFootPlanted, isRightFootPlanted, animSet);
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outPivotTime = PivotTime;
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return (angle > 0.f) ? animSet.Pivot180R : animSet.Pivot180L;
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}
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@ -82,8 +82,7 @@ protected:
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const EOLSGait gait,
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const EOLSCardinalDirection velocityDirection,
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const EOLSHipDirection hipDirection,
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const float angle,
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float& outPivotTime) const;
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const float angle) const;
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UFUNCTION(BlueprintCallable, meta = (BlueprintThreadSafe), Category = "ThreadSafe|Selectors")
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class UAnimSequence* SelectStopCycleAnimation(const bool isCrouching,
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@ -225,9 +224,6 @@ protected:
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UPROPERTY(BlueprintReadWrite, Category = "ThreadSafe|Pivots")
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float TimeAtPivotStop = 0.f;
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UPROPERTY(BlueprintReadWrite, Category = "ThreadSafe|Pivots")
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float PivotTime = 0.f;
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protected:
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@ -209,8 +209,7 @@ public:
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class UAnimSequence* GetLeftOrRightByAngle(const float angle,
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const bool isLeftFootPlanted,
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const bool isRightFootPlanted,
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float& outPivotTime) const;
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const bool isRightFootPlanted) const;
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public:
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@ -219,9 +218,24 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
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FOLSMovementAnimSet_ForwardFacing_Pivot Pivot_RightFoot;
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};
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSets_ForwardFacing_StopCycle
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{
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GENERATED_BODY()
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public:
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class UAnimSequence* GetLeftOrRightAnim(const bool isRightFootPlanted) const;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
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float PivotTime = 0.0f;
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TObjectPtr<class UAnimSequence> StopCycle_LeftFoot;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
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TObjectPtr<class UAnimSequence> StopCycle_RightFoot;
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};
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USTRUCT(BlueprintType)
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@ -272,7 +286,7 @@ public:
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FOLSMovementAnimSets_ForwardFacing_Pivot Pivot;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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TObjectPtr<class UAnimSequence> StopCycle = nullptr;
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FOLSMovementAnimSets_ForwardFacing_StopCycle StopCycle;
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};
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USTRUCT(BlueprintType)
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@ -1,6 +1,6 @@
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{
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"FileVersion": 3,
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"EngineAssociation": "5.5",
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"EngineAssociation": "5.6",
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"Category": "",
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"Description": "",
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"Modules": [
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