Compare commits
2 Commits
128c44a0b1
...
a17d3ca74a
| Author | SHA1 | Date | |
|---|---|---|---|
| a17d3ca74a | |||
| 29d0870443 |
@ -1,12 +1,10 @@
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{
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{
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"version": "1.0",
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"version": "1.0",
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||||||
"components": [
|
"components": [
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||||||
"Component.Unreal.Debugger",
|
|
||||||
"Component.Unreal.Ide",
|
|
||||||
"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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||||||
|
"Microsoft.VisualStudio.Component.Unreal.Workspace",
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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.ATL",
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||||||
"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
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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.VC.Tools.x86.x64",
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||||||
"Microsoft.VisualStudio.Component.Windows11SDK.22621",
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"Microsoft.VisualStudio.Component.Windows11SDK.22621",
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||||||
"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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||||||
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Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 53 KiB |
@ -159,7 +159,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStartCycleAnimation(const
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if (isAiming)
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if (isAiming)
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{
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{
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetStartCycleFromHipDirection(hipDirection).
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetStartCycleFromHipDirection(hipDirection).
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GetMovementAnimationByCardinalDirection(velocityDirection);
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GetMovementAnimByCardinalDirection(
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velocityDirection, bIsRightFootFarFromTarget);
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}
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StartCycle.
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StartCycle.
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@ -176,7 +177,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectCycleAnimation(const bool
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if (isAiming)
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if (isAiming)
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{
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{
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetCycleFromHipDirection(hipDirection).
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetCycleFromHipDirection(hipDirection).
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GetMovementAnimationByCardinalDirection(velocityDirection);
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GetMovementAnimByCardinalDirection(
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velocityDirection, bIsRightFootFarFromTarget);
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}
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Cycle;
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Cycle;
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@ -192,7 +194,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectPivotAnimation(const bool
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if (isAiming)
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if (isAiming)
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{
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{
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetPivotFromHipDirection(hipDirection).
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_CameraFacing.GetPivotFromHipDirection(hipDirection).
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GetMovementAnimationByCardinalDirection(velocityDirection);
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GetMovementAnimByCardinalDirection(
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velocityDirection, bIsRightFootFarFromTarget);
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}
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Pivot.GetLeftOrRightByAngle(
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.Pivot.GetLeftOrRightByAngle(
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@ -208,8 +211,8 @@ UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectStopCycleAnimation(const b
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if (isAiming)
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if (isAiming)
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{
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{
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return GetGaitAnimSets(isCrouching, gait).
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return GetGaitAnimSets(isCrouching, gait).
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GaitAnimSet_CameraFacing.GetStopCycleFromHipDirection(hipDirection).
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GaitAnimSet_CameraFacing.GetStopCycleFromHipDirection(hipDirection).GetMovementAnimByCardinalDirection(
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GetMovementAnimationByCardinalDirection(velocityDirection);
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velocityDirection, bIsRightFootFarFromTarget);
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}
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}
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StopCycle.GetLeftOrRightAnim(bIsRightFootFarFromTarget);
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return GetGaitAnimSets(isCrouching, gait).GaitAnimSet_ForwardFacing.StopCycle.GetLeftOrRightAnim(bIsRightFootFarFromTarget);
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@ -60,28 +60,6 @@ bool FOLSIdleAndTurnInPlaceAnimSet::CanPlayIdleBreakAnimation() const
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return IdleAnimSet.HasAnyIdleBreaks();
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return IdleAnimSet.HasAnyIdleBreaks();
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}
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}
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UAnimSequence* FOLSMovementAnimSet::GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const
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{
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TObjectPtr<UAnimSequence> result = nullptr;
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switch (direction)
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{
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case EOLSCardinalDirection::EForward:
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result = Forward;
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break;
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case EOLSCardinalDirection::EBackward:
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result = Backward;
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break;
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case EOLSCardinalDirection::ERight:
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result = Right;
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break;
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case EOLSCardinalDirection::ELeft:
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result = Left;
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break;
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}
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return result;
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}
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class UAnimSequence* FOLSMovementAnimSet_FeetPosition::GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const
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class UAnimSequence* FOLSMovementAnimSet_FeetPosition::GetForwardLeftOrRightFoot(const bool isRightFootFarFromTarget) const
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{
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{
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return (isRightFootFarFromTarget ? RightFoot : LeftFoot);
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return (isRightFootFarFromTarget ? RightFoot : LeftFoot);
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@ -94,7 +72,7 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForwardLef
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UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForward180LeftOrRightByAngle(const float angle) const
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UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetForward180LeftOrRightByAngle(const float angle) const
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{
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{
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return (angle > 0.f) ? Forward180_R : Forward180_L;
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return (angle > 0.f) ? Forward180R : Forward180L;
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}
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}
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class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAnimationByAngle(
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class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAnimationByAngle(
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@ -108,10 +86,10 @@ class UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StartCycle::GetMovementAn
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result = GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
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result = GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
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break;
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break;
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case EOLSCardinalDirection::ELeft:
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case EOLSCardinalDirection::ELeft:
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result = Left;
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result = Forward90L;
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break;
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break;
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case EOLSCardinalDirection::ERight:
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case EOLSCardinalDirection::ERight:
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result = Right;
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result = Forward90R;
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break;
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break;
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case EOLSCardinalDirection::EBackward:
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case EOLSCardinalDirection::EBackward:
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result = GetForward180LeftOrRightByAngle(angle);
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result = GetForward180LeftOrRightByAngle(angle);
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@ -121,19 +99,19 @@ 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* FOLSMovementAnimSet_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
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{
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return Stop.GetForwardLeftOrRightFoot(isRightFootPlanted);
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}
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class UAnimSequence* FOLSMovementAnimSet_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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return (angle > 0.f
|
return (angle > 0.f
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? Pivot180R.GetForwardLeftOrRightFoot(isRightFootFarFromTarget)
|
? Pivot180R.GetForwardLeftOrRightFoot(isRightFootFarFromTarget)
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: Pivot180L.GetForwardLeftOrRightFoot(isRightFootFarFromTarget));
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: Pivot180L.GetForwardLeftOrRightFoot(isRightFootFarFromTarget));
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}
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}
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UAnimSequence* FOLSMovementAnimSet_ForwardFacing_StopCycle::GetLeftOrRightAnim(const bool isRightFootPlanted) const
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|
{
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return Stop.GetForwardLeftOrRightFoot(isRightFootPlanted);
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}
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void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlayRate& state, FVector2D& outPlayRate) const
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void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlayRate& state, FVector2D& outPlayRate) const
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{
|
{
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switch (state)
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switch (state)
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@ -150,22 +128,51 @@ void FOLSGaitAnimSet::GetPlayRateByLocomotionState(const EOLSLocomotionStatePlay
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}
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}
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}
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}
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|
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const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const
|
void FOLSMovementAnimSet_CameraFacing_Directional::GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction,
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FOLSMovementAnimSet_FeetPosition& outAnimSet) const
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|
{
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|
switch (direction)
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|
{
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case EOLSCardinalDirection::EForward:
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|
outAnimSet = Forward;
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|
break;
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|
case EOLSCardinalDirection::EBackward:
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|
outAnimSet = Backward;
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||||||
|
break;
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|
case EOLSCardinalDirection::ERight:
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|
outAnimSet = Right;
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|
break;
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|
case EOLSCardinalDirection::ELeft:
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||||||
|
outAnimSet = Left;
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||||||
|
break;
|
||||||
|
}
|
||||||
|
}
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||||||
|
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||||||
|
UAnimSequence* FOLSMovementAnimSet_CameraFacing_Directional::GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction,
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||||||
|
const bool isRightFootFarFromTarget) const
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||||||
|
{
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||||||
|
FOLSMovementAnimSet_FeetPosition animSet;
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||||||
|
GetMovementAnimSetByCardinalDirection(direction, animSet);
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||||||
|
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||||||
|
return animSet.GetForwardLeftOrRightFoot(isRightFootFarFromTarget);
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||||||
|
}
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||||||
|
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||||||
|
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const
|
||||||
{
|
{
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||||||
return (hipDirection == EOLSHipDirection::EForward) ? StartCycle_HipForward : StartCycle_HipBackward;
|
return (hipDirection == EOLSHipDirection::EForward) ? StartCycle_HipForward : StartCycle_HipBackward;
|
||||||
}
|
}
|
||||||
|
|
||||||
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const
|
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const
|
||||||
{
|
{
|
||||||
return (hipDirection == EOLSHipDirection::EForward) ? Cycle_HipForward : Cycle_HipBackward;
|
return (hipDirection == EOLSHipDirection::EForward) ? Cycle_HipForward : Cycle_HipBackward;
|
||||||
}
|
}
|
||||||
|
|
||||||
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const
|
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const
|
||||||
{
|
{
|
||||||
return (hipDirection == EOLSHipDirection::EForward) ? Pivot_HipForward : Pivot_HipBackward;
|
return (hipDirection == EOLSHipDirection::EForward) ? Pivot_HipForward : Pivot_HipBackward;
|
||||||
}
|
}
|
||||||
|
|
||||||
const FOLSMovementAnimSet& FOLSGaitAnimSet_CameraFacing::GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const
|
const FOLSMovementAnimSet_CameraFacing_Directional& FOLSGaitAnimSet_CameraFacing::GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const
|
||||||
{
|
{
|
||||||
return (hipDirection == EOLSHipDirection::EForward) ? StopCycle_HipForward : StopCycle_HipBackward;
|
return (hipDirection == EOLSHipDirection::EForward) ? StopCycle_HipForward : StopCycle_HipBackward;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -16,19 +16,20 @@ struct FOLSFeetPositionSettings
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "FeetPositionSettings")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
FName IKFootRight = NAME_None;
|
FName IKFootRight = NAME_None;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "FeetPositionSettings")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
FName IKTargetFootRight = NAME_None;
|
FName IKTargetFootRight = NAME_None;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "FeetPositionSettings")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
FName IKFootLeft = NAME_None;
|
FName IKFootLeft = NAME_None;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "FeetPositionSettings")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
FName IKTargetFootLeft = NAME_None;
|
FName IKTargetFootLeft = NAME_None;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#pragma region Idle and Turn In-Place AnimSets
|
||||||
USTRUCT(BlueprintType)
|
USTRUCT(BlueprintType)
|
||||||
struct FOLSTurnInPlaceAnimSet
|
struct FOLSTurnInPlaceAnimSet
|
||||||
{
|
{
|
||||||
@ -40,16 +41,16 @@ public:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TObjectPtr<class UAnimSequence> TurnInPlace_90_L = nullptr;
|
TObjectPtr<class UAnimSequence> TurnInPlace_90_L = nullptr;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TObjectPtr<class UAnimSequence> TurnInPlace_90_R = nullptr;
|
TObjectPtr<class UAnimSequence> TurnInPlace_90_R = nullptr;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TObjectPtr<class UAnimSequence> TurnInPlace_180_L = nullptr;
|
TObjectPtr<class UAnimSequence> TurnInPlace_180_L = nullptr;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "TurnInPlace Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TObjectPtr<class UAnimSequence> TurnInPlace_180_R = nullptr;
|
TObjectPtr<class UAnimSequence> TurnInPlace_180_R = nullptr;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -66,13 +67,13 @@ public:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TArray<class UAnimSequence*> IdleBreaks;
|
TArray<class UAnimSequence*> IdleBreaks;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TObjectPtr<class UAnimSequence> Idle = nullptr;
|
TObjectPtr<class UAnimSequence> Idle = nullptr;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TObjectPtr<class UAnimSequence> IdleExit = nullptr;
|
TObjectPtr<class UAnimSequence> IdleExit = nullptr;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -91,36 +92,13 @@ public:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
FOLSIdleAnimSet IdleAnimSet;
|
FOLSIdleAnimSet IdleAnimSet;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Idle and Turn In Place Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
FOLSTurnInPlaceAnimSet TurnInPlaceAnimSet;
|
FOLSTurnInPlaceAnimSet TurnInPlaceAnimSet;
|
||||||
};
|
};
|
||||||
|
#pragma endregion
|
||||||
USTRUCT(BlueprintType)
|
|
||||||
struct FOLSMovementAnimSet
|
|
||||||
{
|
|
||||||
GENERATED_BODY()
|
|
||||||
|
|
||||||
public:
|
|
||||||
|
|
||||||
class UAnimSequence* GetMovementAnimationByCardinalDirection(const EOLSCardinalDirection& direction) const;
|
|
||||||
|
|
||||||
public:
|
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
|
|
||||||
TObjectPtr<class UAnimSequence> Forward = nullptr;
|
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
|
|
||||||
TObjectPtr<class UAnimSequence> Backward = nullptr;
|
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
|
|
||||||
TObjectPtr<class UAnimSequence> Right = nullptr;
|
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Cycle Anim Set")
|
|
||||||
TObjectPtr<class UAnimSequence> Left = nullptr;
|
|
||||||
};
|
|
||||||
|
|
||||||
USTRUCT(BlueprintType)
|
USTRUCT(BlueprintType)
|
||||||
struct FOLSMovementAnimSet_FeetPosition
|
struct FOLSMovementAnimSet_FeetPosition
|
||||||
@ -133,14 +111,15 @@ public:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TObjectPtr<class UAnimSequence> LeftFoot = nullptr;
|
TObjectPtr<class UAnimSequence> LeftFoot = nullptr;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
TObjectPtr<class UAnimSequence> RightFoot = nullptr;
|
TObjectPtr<class UAnimSequence> RightFoot = nullptr;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#pragma region Forward Facing Anim Sets
|
||||||
USTRUCT(BlueprintType)
|
USTRUCT(BlueprintType)
|
||||||
struct FOLSMovementAnimSet_ForwardFacing_StartCycle
|
struct FOLSMovementAnimSet_ForwardFacing_StartCycle
|
||||||
{
|
{
|
||||||
@ -156,20 +135,20 @@ public:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Left or Right Foot"))
|
||||||
FOLSMovementAnimSet_FeetPosition Forward;
|
FOLSMovementAnimSet_FeetPosition Forward;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Left"))
|
||||||
TObjectPtr<class UAnimSequence> Forward180_L = nullptr;
|
TObjectPtr<class UAnimSequence> Forward180L = nullptr;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 180 Right"))
|
||||||
TObjectPtr<class UAnimSequence> Forward180_R = nullptr;
|
TObjectPtr<class UAnimSequence> Forward180R = nullptr;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
|
||||||
TObjectPtr<class UAnimSequence> Right = nullptr;
|
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Start Cycle Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Left"))
|
||||||
TObjectPtr<class UAnimSequence> Left = nullptr;
|
TObjectPtr<class UAnimSequence> Forward90L = nullptr;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Start Forward Turn 90 Right"))
|
||||||
|
TObjectPtr<class UAnimSequence> Forward90R = nullptr;
|
||||||
};
|
};
|
||||||
|
|
||||||
USTRUCT(BlueprintType)
|
USTRUCT(BlueprintType)
|
||||||
@ -184,10 +163,10 @@ public:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Left"))
|
||||||
FOLSMovementAnimSet_FeetPosition Pivot180L;
|
FOLSMovementAnimSet_FeetPosition Pivot180L;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Pivot Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Pivot Turn 180 Right"))
|
||||||
FOLSMovementAnimSet_FeetPosition Pivot180R;
|
FOLSMovementAnimSet_FeetPosition Pivot180R;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -202,9 +181,38 @@ public:
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement Stop Cycle Anim Set")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (DisplayName = "Stop Left or Right Foot"))
|
||||||
FOLSMovementAnimSet_FeetPosition Stop;
|
FOLSMovementAnimSet_FeetPosition Stop;
|
||||||
};
|
};
|
||||||
|
#pragma endregion
|
||||||
|
|
||||||
|
USTRUCT(BlueprintType)
|
||||||
|
struct FOLSMovementAnimSet_CameraFacing_Directional
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
protected:
|
||||||
|
|
||||||
|
void GetMovementAnimSetByCardinalDirection(const EOLSCardinalDirection& direction, FOLSMovementAnimSet_FeetPosition& outAnimSet) const;
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
class UAnimSequence* GetMovementAnimByCardinalDirection(const EOLSCardinalDirection& direction, const bool isRightFootFarFromTarget) const;
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
|
FOLSMovementAnimSet_FeetPosition Forward;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
|
FOLSMovementAnimSet_FeetPosition Backward;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
|
FOLSMovementAnimSet_FeetPosition Right;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||||
|
FOLSMovementAnimSet_FeetPosition Left;
|
||||||
|
};
|
||||||
|
|
||||||
USTRUCT(BlueprintType)
|
USTRUCT(BlueprintType)
|
||||||
struct FOLSGaitAnimSet
|
struct FOLSGaitAnimSet
|
||||||
@ -257,6 +265,7 @@ public:
|
|||||||
FOLSMovementAnimSet_ForwardFacing_StopCycle StopCycle;
|
FOLSMovementAnimSet_ForwardFacing_StopCycle StopCycle;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
USTRUCT(BlueprintType)
|
USTRUCT(BlueprintType)
|
||||||
struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
|
struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
|
||||||
{
|
{
|
||||||
@ -264,36 +273,36 @@ struct FOLSGaitAnimSet_CameraFacing : public FOLSGaitAnimSet
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
const FOLSMovementAnimSet& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
const FOLSMovementAnimSet_CameraFacing_Directional& GetStartCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||||
const FOLSMovementAnimSet& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
const FOLSMovementAnimSet_CameraFacing_Directional& GetCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||||
const FOLSMovementAnimSet& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
|
const FOLSMovementAnimSet_CameraFacing_Directional& GetPivotFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||||
const FOLSMovementAnimSet& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
const FOLSMovementAnimSet_CameraFacing_Directional& GetStopCycleFromHipDirection(const EOLSHipDirection hipDirection) const;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
||||||
FOLSMovementAnimSet StartCycle_HipForward;
|
FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipForward;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
||||||
FOLSMovementAnimSet Cycle_HipForward;
|
FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipForward;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
||||||
FOLSMovementAnimSet Pivot_HipForward;
|
FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipForward;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Forward")
|
||||||
FOLSMovementAnimSet StopCycle_HipForward;
|
FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipForward;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
||||||
FOLSMovementAnimSet StartCycle_HipBackward;
|
FOLSMovementAnimSet_CameraFacing_Directional StartCycle_HipBackward;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
||||||
FOLSMovementAnimSet Cycle_HipBackward;
|
FOLSMovementAnimSet_CameraFacing_Directional Cycle_HipBackward;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
||||||
FOLSMovementAnimSet Pivot_HipBackward;
|
FOLSMovementAnimSet_CameraFacing_Directional Pivot_HipBackward;
|
||||||
|
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Set | Hip Backward")
|
||||||
FOLSMovementAnimSet StopCycle_HipBackward;
|
FOLSMovementAnimSet_CameraFacing_Directional StopCycle_HipBackward;
|
||||||
};
|
};
|
||||||
|
|
||||||
USTRUCT(BlueprintType)
|
USTRUCT(BlueprintType)
|
||||||
|
|||||||
@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"FileVersion": 3,
|
"FileVersion": 3,
|
||||||
"EngineAssociation": "5.6",
|
"EngineAssociation": "5.5",
|
||||||
"Category": "",
|
"Category": "",
|
||||||
"Description": "",
|
"Description": "",
|
||||||
"Modules": [
|
"Modules": [
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user