Refactored FOLSMovementDirectionThresholds
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@ -626,10 +626,7 @@ void UOLSBaseLayerAnimInstance::GetMovementDirectionThresholds(const EOLSMovemen
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{
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if (movementDirection == EOLSMovementDirection::EForward || movementDirection == EOLSMovementDirection::EBackward)
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{
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outMovementThresholds.FL = -60.f;
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outMovementThresholds.FR = 60.f;
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outMovementThresholds.BL = -120.f;
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outMovementThresholds.BR = 120.f;
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FOLSMovementDirectionThresholds::UpdateThresholds(-60.f, 60.f, -120.f, 120.f, outMovementThresholds);
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return;
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}
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@ -639,27 +636,14 @@ void UOLSBaseLayerAnimInstance::GetMovementDirectionThresholds(const EOLSMovemen
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{
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if (bIsPivoting)
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{
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outMovementThresholds.FL = -60.f;
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outMovementThresholds.FR = 60.f;
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outMovementThresholds.BL = -120.f;
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outMovementThresholds.BR = 120.f;
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FOLSMovementDirectionThresholds::UpdateThresholds(-60.f, 60.f, -120.f, 120.f, outMovementThresholds);
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}
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else
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{
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if (bIsLooping && IsAimingDirection())
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{
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outMovementThresholds.FL = -60.f;
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outMovementThresholds.FR = 60.f;
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outMovementThresholds.BL = -140.f;
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outMovementThresholds.BR = 140.f;
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}
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else
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{
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outMovementThresholds.FL = -40.f;
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outMovementThresholds.FR = 40.f;
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outMovementThresholds.BL = -120.f;
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outMovementThresholds.BR = 120.f;
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}
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(bIsLooping && !IsAimingDirection()
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? FOLSMovementDirectionThresholds::UpdateThresholds(-60.f, 60.f, -140.f, 140.f, outMovementThresholds)
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: FOLSMovementDirectionThresholds::UpdateThresholds(-40.f, 40.f, -120.f, 120.f,
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outMovementThresholds));
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}
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}
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}
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@ -5,6 +5,15 @@
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#include "Data/OLSEnumLibrary.h"
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void FOLSMovementDirectionThresholds::UpdateThresholds(const float fl, const float fr, const float bl, const float br,
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FOLSMovementDirectionThresholds& outMovementThresholds)
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{
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outMovementThresholds.FL = fl;
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outMovementThresholds.FR = fr;
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outMovementThresholds.BL = bl;
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outMovementThresholds.BR = br;
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}
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void FOLSFeetPositionData::DetermineIfRightFootIsFront()
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{
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const FVector rightFootLocal = RootTransform.InverseTransformPosition(RightFootLocation);
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@ -32,6 +32,14 @@ struct FOLSMovementDirectionThresholds
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{
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GENERATED_BODY()
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public:
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static void UpdateThresholds(const float fl,
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const float fr,
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const float bl,
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const float br,
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FOLSMovementDirectionThresholds& outMovementThresholds);
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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