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08f910ce75
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Content/ThirdPerson/Input/Actions/IA_Sprint.uasset
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Content/ThirdPerson/Input/Actions/IA_Sprint.uasset
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@ -1,11 +1,11 @@
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/Engine=C:/Program Files/Epic Games/UE_5.5/Engine/Shaders
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/ShaderAutogen=H:/Projects/OLS/Intermediate/ShaderAutogen
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/NFORDenoise=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/NFORDenoise/Shaders
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/NNEDenoiserShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/NNE/NNEDenoiser/Shaders
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/Plugin/GLTFExporter=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Enterprise/GLTFExporter/Shaders
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/Plugin/FX/Niagara=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/FX/Niagara/Shaders
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/Plugin/ExrReaderShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/ImgMedia/Shaders
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/Plugin/WmfMedia=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/WmfMedia/Shaders
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/NNEDenoiserShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/NNE/NNEDenoiser/Shaders
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/Plugin/ComputeFramework=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/ComputeFramework/Shaders
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/Plugin/Runtime/HairStrands=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/HairStrands/Shaders
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/Plugin/HoldoutComposite=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/Compositing/HoldoutComposite/Shaders
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@ -93,8 +93,26 @@ FOLSStanceAnimSets UOLSBaseLinkedLayerAnimInstance::GetStanceAnimSets(const bool
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const FOLSGaitAnimSets& UOLSBaseLinkedLayerAnimInstance::GetGaitAnimSets(
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const bool isCrouching, const EOLSGait& locomotionState) const
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{
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//@TODO: add nullptr log.
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return *GetStanceAnimSets(isCrouching).SelectGaitAnimSetByGait(locomotionState);
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const FOLSStanceAnimSets& stanceAnimSets = GetStanceAnimSets(isCrouching);
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const FOLSGaitAnimSets* result = nullptr;
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// Attempt to select the appropriate gait anim set.
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result = (isCrouching)
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? stanceAnimSets.SelectGaitAnimSetByGait(EOLSGait::EWalk)
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: stanceAnimSets.SelectGaitAnimSetByGait(locomotionState);
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// Log an error if the pointer is null to help debugging.
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if (!result)
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{
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// UE_LOG(LogTemp, Warning, TEXT("UOLSBaseLinkedLayerAnimInstance::GetGaitAnimSets - Failed to find GaitAnimSet for Gait: %d"), static_cast<int32>(locomotionState));
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// ensureMsgf(false, TEXT("GetGaitAnimSets returned nullptr! Check locomotionState and isCrouching."));
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// Return a fallback or handle the error based on your requirements.
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return FOLSGaitAnimSets::EmptyAnimSet;
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}
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// Safely dereference the pointer.
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return *result;
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}
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UAnimSequence* UOLSBaseLinkedLayerAnimInstance::SelectIdleAnimation(const bool isCrouching) const
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@ -180,6 +180,8 @@ const FOLSGaitAnimSets* FOLSStanceAnimSets::SelectGaitAnimSetByGait(const EOLSGa
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return GaitAnimSets.Find(gait);
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}
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FOLSGaitAnimSets FOLSGaitAnimSets::EmptyAnimSet = FOLSGaitAnimSets();
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const FVector2D& FOLSRootYawOffsetClamp::GetRootYawOffsetClamp(const EOLSStance stance) const
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{
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return (stance == EOLSStance::EStanding ? RootYawOffsetClamp_Standing : RootYawOffsetClamp_Crouching);
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@ -250,6 +250,10 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gait Anim Sets")
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FOLSGaitAnimSet_CameraFacing GaitAnimSet_CameraFacing;
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public:
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static FOLSGaitAnimSets EmptyAnimSet;
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};
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USTRUCT(BlueprintType)
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