Renamed some animation data
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Before Width: | Height: | Size: 51 KiB After Width: | Height: | Size: 37 KiB |
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@ -1,3 +1,4 @@
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;METADATA=(Diff=true, UseCommands=true)
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[/Script/Engine.GameUserSettings]
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[/Script/Engine.GameUserSettings]
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bUseVSync=False
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bUseVSync=False
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bUseDynamicResolution=False
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bUseDynamicResolution=False
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@ -5,8 +6,6 @@ ResolutionSizeX=3840
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ResolutionSizeY=2160
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ResolutionSizeY=2160
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LastUserConfirmedResolutionSizeX=3840
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LastUserConfirmedResolutionSizeX=3840
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LastUserConfirmedResolutionSizeY=2160
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LastUserConfirmedResolutionSizeY=2160
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WindowPosX=-1
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WindowPosY=-1
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FullscreenMode=1
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FullscreenMode=1
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LastConfirmedFullscreenMode=1
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LastConfirmedFullscreenMode=1
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PreferredFullscreenMode=1
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PreferredFullscreenMode=1
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@ -121,13 +121,13 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAn
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return result;
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return result;
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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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UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
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{
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{
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return Stop.GetForwardLeftOrRightFoot(isRightFootPlanted);
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return Stop.GetForwardLeftOrRightFoot(isRightFootPlanted);
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}
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}
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class UAnimSequence* FOLSMovementAnimSets_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
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class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_Pivot::GetLeftOrRightByAngle(const float angle,
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const bool isRightFootFarFromTarget) const
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const bool isRightFootFarFromTarget) const
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{
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{
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return (angle > 0.f
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return (angle > 0.f
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? Pivot180R.GetForwardLeftOrRightFoot(isRightFootFarFromTarget)
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? Pivot180R.GetForwardLeftOrRightFoot(isRightFootFarFromTarget)
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@ -177,28 +177,13 @@ struct FOLSMovementAnimSet_ForwardFacing_Pivot
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
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FOLSMovementAnimSet_FeetPosition Pivot180L;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
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FOLSMovementAnimSet_FeetPosition Pivot180R;
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};
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSets_ForwardFacing_Pivot
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{
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GENERATED_BODY()
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public:
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public:
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class UAnimSequence* GetLeftOrRightByAngle(const float angle,
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class UAnimSequence* GetLeftOrRightByAngle(const float angle,
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const bool isRightFootFarFromTarget) const;
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const bool isRightFootFarFromTarget) const;
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public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
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FOLSMovementAnimSet_FeetPosition Pivot180L;
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FOLSMovementAnimSet_FeetPosition Pivot180L;
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@ -207,7 +192,7 @@ public:
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};
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};
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USTRUCT(BlueprintType)
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USTRUCT(BlueprintType)
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struct FOLSMovementAnimSets_ForwardFacing_StopCycle
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struct FOLSMovementAnimSet_ForwardFacing_StopCycle
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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@ -266,10 +251,10 @@ public:
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TObjectPtr<class UAnimSequence> Cycle = nullptr;
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TObjectPtr<class UAnimSequence> Cycle = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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FOLSMovementAnimSets_ForwardFacing_Pivot Pivot;
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FOLSMovementAnimSet_ForwardFacing_Pivot Pivot;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set")
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FOLSMovementAnimSets_ForwardFacing_StopCycle StopCycle;
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FOLSMovementAnimSet_ForwardFacing_StopCycle StopCycle;
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};
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};
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USTRUCT(BlueprintType)
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USTRUCT(BlueprintType)
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