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No commits in common. "08f910ce75fb93ae640160327f248bac2386ddfb" and "1669d9b7eafeb4f080a090d274fa8850c3d849f9" have entirely different histories.

55 changed files with 3 additions and 27 deletions

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@ -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
/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
/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/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

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@ -93,26 +93,8 @@ FOLSStanceAnimSets UOLSBaseLinkedLayerAnimInstance::GetStanceAnimSets(const bool
const FOLSGaitAnimSets& UOLSBaseLinkedLayerAnimInstance::GetGaitAnimSets(
const bool isCrouching, const EOLSGait& locomotionState) const
{
const FOLSStanceAnimSets& stanceAnimSets = GetStanceAnimSets(isCrouching);
const FOLSGaitAnimSets* result = nullptr;
// Attempt to select the appropriate gait anim set.
result = (isCrouching)
? stanceAnimSets.SelectGaitAnimSetByGait(EOLSGait::EWalk)
: stanceAnimSets.SelectGaitAnimSetByGait(locomotionState);
// Log an error if the pointer is null to help debugging.
if (!result)
{
// UE_LOG(LogTemp, Warning, TEXT("UOLSBaseLinkedLayerAnimInstance::GetGaitAnimSets - Failed to find GaitAnimSet for Gait: %d"), static_cast<int32>(locomotionState));
// ensureMsgf(false, TEXT("GetGaitAnimSets returned nullptr! Check locomotionState and isCrouching."));
// Return a fallback or handle the error based on your requirements.
return FOLSGaitAnimSets::EmptyAnimSet;
}
// Safely dereference the pointer.
return *result;
//@TODO: add nullptr log.
return *GetStanceAnimSets(isCrouching).SelectGaitAnimSetByGait(locomotionState);
}
UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectIdleAnimation(const bool isCrouching) const

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@ -180,8 +180,6 @@ const FOLSGaitAnimSets* FOLSStanceAnimSets::SelectGaitAnimSetByGait(const EOLSGa
return GaitAnimSets.Find(gait);
}
FOLSGaitAnimSets FOLSGaitAnimSets::EmptyAnimSet = FOLSGaitAnimSets();
const FVector2D& FOLSRootYawOffsetClamp::GetRootYawOffsetClamp(const EOLSStance stance) const
{
return (stance == EOLSStance::EStanding ? RootYawOffsetClamp_Standing : RootYawOffsetClamp_Crouching);

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@ -250,10 +250,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets")
FOLSGaitAnimSet_CameraFacing GaitAnimSet_CameraFacing;
public:
static FOLSGaitAnimSets EmptyAnimSet;
};
USTRUCT(BlueprintType)