22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"ALS|Dynamic Transition")
23 TObjectPtr<UAnimSequenceBase> Animation =
nullptr;
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
26 float BlendInTime = 0.0f;
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
29 float BlendOutTime = 0.0f;
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
32 float PlayRate = 0.0f;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
35 float StartTime = 0.0f;
55 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =
"ALS|Anim Graph - Grounded")
58 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
61 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
64 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
73 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"ALS|Turn In Place")
74 TObjectPtr<UAnimSequenceBase> Animation =
nullptr;
76 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
77 float AnimatedAngle = 0.0f;
79 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
80 FName SlotName = NAME_None;
82 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
83 float PlayRate = 1.0f;
85 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
86 bool ScaleTurnAngle = true;
94 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =
"ALS|Character Information")
95 FRotator AimingRotation = FRotator::ZeroRotator;;
97 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
98 FRotator CharacterActorRotation = FRotator::ZeroRotator;;
100 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
101 FVector Velocity = FVector::ZeroVector;
103 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
104 FVector RelativeVelocityDirection = FVector::ZeroVector;;
106 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
107 FVector Acceleration = FVector::ZeroVector;;
109 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
110 FVector MovementInput = FVector::ZeroVector;;
112 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
113 bool bIsMoving = false;
115 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
116 bool bIsFlying = false;
118 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
119 bool bHasMovementInput = false;
121 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
124 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
125 float MovementInputAmount = 0.0f;
127 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
128 float AimYawRate = 0.0f;
130 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
131 float ZoomAmount = 0.0f;
133 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
136 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|
Character Information")
166 UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category =
"ALS|Anim Graph - Grounded")
169 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
170 bool bShouldMove = false;
172 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
173 bool bRotateL = false;
175 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
176 bool bRotateR = false;
178 UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = "ALS|Anim Graph -
Grounded")
181 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
182 float RotateRate = 1.0f;
184 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
185 float RotationScale = 0.0f;
187 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
188 float DiagonalScaleAmount = 0.0f;
190 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
191 float WalkRunBlend = 0.0f;
193 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
194 float StandingPlayRate = 1.0f;
196 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
197 float CrouchingPlayRate = 1.0f;
199 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
200 float StrideBlend = 0.0f;
202 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
205 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
208 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
211 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Grounded")
220 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =
"ALS|Anim Graph - In Air")
221 bool bJumped = false;
223 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - In Air")
224 float JumpPlayRate = 1.2f;
226 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - In Air")
227 float FallSpeed = 0.0f;
229 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - In Air")
230 float LandPrediction = 1.0f;
238 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =
"ALS|Anim Graph - Aiming Values")
239 FRotator SmoothedAimingRotation = FRotator::ZeroRotator;
241 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Aiming Values")
242 FRotator SpineRotation = FRotator::ZeroRotator;
244 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Aiming Values")
245 FVector2D AimingAngle = FVector2D::ZeroVector;
247 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Aiming Values")
248 float AimSweepTime = 0.5f;
250 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Aiming Values")
251 float InputYawOffsetTime = 0.0f;
253 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Aiming Values")
254 float ForwardYawTime = 0.0f;
256 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Aiming Values")
257 float LeftYawTime = 0.0f;
259 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph -
Aiming Values")
260 float RightYawTime = 0.0f;
268 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =
"ALS|Anim Graph - Layer Blending")
269 int32 OverlayOverrideState = 0;
271 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
272 float EnableAimOffset = 1.0f;
274 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
275 float BasePose_N = 1.0f;
277 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
278 float BasePose_CLF = 0.0f;
280 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
283 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
284 float Arm_L_Add = 0.0f;
286 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
287 float Arm_L_LS = 0.0f;
289 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
290 float Arm_L_MS = 0.0f;
292 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
295 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
296 float Arm_R_Add = 0.0f;
298 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
299 float Arm_R_LS = 0.0f;
301 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
302 float Arm_R_MS = 0.0f;
304 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
307 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
310 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
313 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
314 float Legs_Add = 0.0f;
316 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
319 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
320 float Pelvis_Add = 0.0f;
322 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
325 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
326 float Spine_Add = 0.0f;
328 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
331 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
332 float Head_Add = 0.0f;
334 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
335 float EnableHandIK_L = 1.0f;
337 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
338 float EnableHandIK_R = 1.0f;
346 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category =
"ALS|Anim Graph - Foot IK")
347 float FootLock_L_Alpha = 0.0f;
349 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
350 float FootLock_R_Alpha = 0.0f;
352 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
353 bool UseFootLockCurve_L = false;
355 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
356 bool UseFootLockCurve_R = false;
358 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
359 FVector FootLock_L_Location = FVector::ZeroVector;
361 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
362 FVector TargetFootLock_R_Location = FVector::ZeroVector;
364 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
365 FVector FootLock_R_Location = FVector::ZeroVector;
367 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
368 FRotator TargetFootLock_L_Rotation = FRotator::ZeroRotator;
370 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
371 FRotator FootLock_L_Rotation = FRotator::ZeroRotator;
373 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
374 FRotator TargetFootLock_R_Rotation = FRotator::ZeroRotator;
376 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
377 FRotator FootLock_R_Rotation = FRotator::ZeroRotator;
379 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
380 FVector FootOffset_L_Location = FVector::ZeroVector;
382 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
383 FVector FootOffset_R_Location = FVector::ZeroVector;
385 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
386 FRotator FootOffset_L_Rotation = FRotator::ZeroRotator;
388 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
389 FRotator FootOffset_R_Rotation = FRotator::ZeroRotator;
391 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
392 FVector PelvisOffset = FVector::ZeroVector;
394 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
395 float PelvisAlpha = 0.0f;
403 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"ALS|Turn In Place")
404 float TurnCheckMinAngle = 45.0f;
406 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
407 float Turn180Threshold = 130.0f;
409 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
410 float AimYawRateLimit = 50.0f;
412 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
413 float ElapsedDelayTime = 0.0f;
415 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
416 float MinAngleDelay = 0.f;
418 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
419 float MaxAngleDelay = 0.75f;
421 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
424 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
427 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
430 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
433 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
436 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
439 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
442 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
451 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"ALS|Rotate In Place")
452 float RotateMinThreshold = -50.0f;
454 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
455 float RotateMaxThreshold = 50.0f;
457 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
458 float AimYawRateMinRange = 90.0f;
460 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
461 float AimYawRateMaxRange = 270.0f;
463 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
464 float MinPlayRate = 1.15f;
466 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
467 float MaxPlayRate = 3.0f;
475 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"ALS|Main Configuration")
476 float AnimatedWalkSpeed = 150.0f;
478 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
479 float AnimatedRunSpeed = 350.0f;
481 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
482 float AnimatedSprintSpeed = 600.0f;
484 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
485 float AnimatedCrouchSpeed = 150.0f;
487 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
488 float VelocityBlendInterpSpeed = 12.0f;
490 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
491 float GroundedLeanInterpSpeed = 4.0f;
493 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
494 float InAirLeanInterpSpeed = 4.0f;
496 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
497 float SmoothedAimingRotationInterpSpeed = 10.0f;
499 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
500 float InputYawOffsetInterpSpeed = 8.0f;
502 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
503 float TriggerPivotSpeedLimit = 200.0f;
505 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
506 float FootHeight = 13.5f;
509 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
510 float DynamicTransitionThreshold = 8.0f;
512 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
513 float IK_TraceDistanceAboveFoot = 50.0f;
515 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
516 float IK_TraceDistanceBelowFoot = 45.0f;
Definition ALSStructEnumLibrary.h:416