diff --git a/Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New.uasset b/Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New.uasset index 6c3d437..a44a510 100644 Binary files a/Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New.uasset and b/Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New.uasset differ diff --git a/Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_FullBody_Base_New.uasset b/Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_FullBody_Base_New.uasset index 4995b6c..294e56c 100644 Binary files a/Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_FullBody_Base_New.uasset and b/Content/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_FullBody_Base_New.uasset differ diff --git a/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_B_F_Lfoot.uasset b/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_B_F_Lfoot.uasset index 1a60542..ff04254 100644 Binary files a/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_B_F_Lfoot.uasset and b/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_B_F_Lfoot.uasset differ diff --git a/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_F_B_Lfoot.uasset b/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_F_B_Lfoot.uasset index 57b78c0..afa937e 100644 Binary files a/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_F_B_Lfoot.uasset and b/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_F_B_Lfoot.uasset differ diff --git a/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_RL_LL_Lfoot.uasset b/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_RL_LL_Lfoot.uasset index 92f02bf..b086c6d 100644 Binary files a/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_RL_LL_Lfoot.uasset and b/Content/Characters/UEFN_Mannequin/Animations/Run/M_Neutral_Run_Pivot_RL_LL_Lfoot.uasset differ diff --git a/Plugins/Developer/RiderLink/Intermediate/FileSystemMappings.ini b/Plugins/Developer/RiderLink/Intermediate/FileSystemMappings.ini index c1763c5..959dec8 100644 --- a/Plugins/Developer/RiderLink/Intermediate/FileSystemMappings.ini +++ b/Plugins/Developer/RiderLink/Intermediate/FileSystemMappings.ini @@ -1,11 +1,11 @@ /Engine=C:/Program Files/Epic Games/UE_5.5/Engine/Shaders /ShaderAutogen=H:/Projects/OLS/Intermediate/ShaderAutogen -/NFORDenoise=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/NFORDenoise/Shaders +/Plugin/FX/Niagara=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/FX/Niagara/Shaders /Plugin/ExrReaderShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/ImgMedia/Shaders /Plugin/WmfMedia=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/WmfMedia/Shaders /NNEDenoiserShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/NNE/NNEDenoiser/Shaders /Plugin/GLTFExporter=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Enterprise/GLTFExporter/Shaders -/Plugin/FX/Niagara=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/FX/Niagara/Shaders +/NFORDenoise=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/NFORDenoise/Shaders /Plugin/ComputeFramework=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/ComputeFramework/Shaders /Plugin/Runtime/HairStrands=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/HairStrands/Shaders /Plugin/HoldoutComposite=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/Compositing/HoldoutComposite/Shaders diff --git a/Saved/AutoScreenshot.png b/Saved/AutoScreenshot.png index 47b8be9..de37ce6 100644 Binary files a/Saved/AutoScreenshot.png and b/Saved/AutoScreenshot.png differ diff --git a/Saved/Autosaves/Game/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New_Auto1.uasset b/Saved/Autosaves/Game/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New_Auto1.uasset index d747349..70329b3 100644 Binary files a/Saved/Autosaves/Game/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New_Auto1.uasset and b/Saved/Autosaves/Game/Characters/UEFN_Mannequin/AnimationLayers/ABP_UEFN_Base_New_Auto1.uasset differ diff --git a/Source/OLSAnimation/Private/AnimInstances/OLSBaseLayerAnimInstance.cpp b/Source/OLSAnimation/Private/AnimInstances/OLSBaseLayerAnimInstance.cpp index c273cf8..cee5a56 100644 --- a/Source/OLSAnimation/Private/AnimInstances/OLSBaseLayerAnimInstance.cpp +++ b/Source/OLSAnimation/Private/AnimInstances/OLSBaseLayerAnimInstance.cpp @@ -300,17 +300,6 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateAccelerationData(const flo OwningPawnAcceleration.GetSafeNormal2D(), WorldRotation); } - const float desiredMaxSpeed = DesiredMaxSpeed * InputAmount; - if (LocalAcceleration2D.GetSafeNormal2D().Dot(LocalVelocity2D.GetSafeNormal2D()) < -0.2f && WorldVelocity.Size2D() > - desiredMaxSpeed * 0.5f && HasAcceleration() && !bIsPivoting) - { - bIsPivoting = true; - } - else if (LocalAcceleration2D.GetSafeNormal2D().Dot(LocalVelocity2D.GetSafeNormal2D()) >= 0.f || !HasAcceleration() && bIsPivoting) - { - bIsPivoting = false; - } - // Call custom logic on blueprint. BlueprintThreadSafeUpdateAccelerationData(deltaSeconds); } @@ -361,9 +350,6 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateCharacterStateData(const f { TimeSinceFiredWeapon = (bGameplayTag_IsFiring) ? 0.f : TimeSinceFiredWeapon + deltaSeconds; } - - const bool wasPivotingLastUpdate = bWasPivoting; - bWasPivoting = (bIsPivoting != wasPivotingLastUpdate); // In air state. { diff --git a/Source/OLSAnimation/Public/AnimInstances/OLSBaseLayerAnimInstance.h b/Source/OLSAnimation/Public/AnimInstances/OLSBaseLayerAnimInstance.h index e31e39b..7395536 100644 --- a/Source/OLSAnimation/Public/AnimInstances/OLSBaseLayerAnimInstance.h +++ b/Source/OLSAnimation/Public/AnimInstances/OLSBaseLayerAnimInstance.h @@ -250,12 +250,6 @@ protected: UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData") uint8 bHasAcceleration : 1; - - UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData") - uint8 bIsPivoting : 1; - - UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData") - uint8 bWasPivoting : 1; UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData") FVector PivotDirection2D = FVector::ZeroVector;