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ALSAnimationStructLibrary.h
Go to the documentation of this file.
1// Copyright: Copyright (C) 2022 Doğa Can Yanıkoğlu
2// Source Code: https://github.com/dyanikoglu/ALS-Community
3
4
5#pragma once
6
7#include "CoreMinimal.h"
8#include "Runtime/Engine/Classes/Animation/AnimSequenceBase.h"
11
12
13#include "ALSAnimationStructLibrary.generated.h"
14
15
16
17USTRUCT(BlueprintType)
19{
20 GENERATED_BODY()
21
22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
23 TObjectPtr<UAnimSequenceBase> Animation = nullptr;
24
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
26 float BlendInTime = 0.0f;
27
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
29 float BlendOutTime = 0.0f;
30
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
32 float PlayRate = 0.0f;
33
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ALS|Dynamic Transition")
35 float StartTime = 0.0f;
36};
37
38USTRUCT(BlueprintType)
40{
41 GENERATED_BODY()
42
43 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
44 float LR = 0.0f;
45
46 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
47 float FB = 0.0f;
48};
49
50USTRUCT(BlueprintType)
52{
53 GENERATED_BODY()
54
55 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
56 float F = 0.0f;
57
58 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
59 float B = 0.0f;
60
61 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
62 float L = 0.0f;
63
64 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
65 float R = 0.0f;
66};
67
68USTRUCT(BlueprintType)
70{
71 GENERATED_BODY()
72
73 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
74 TObjectPtr<UAnimSequenceBase> Animation = nullptr;
75
76 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
77 float AnimatedAngle = 0.0f;
78
79 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
80 FName SlotName = NAME_None;
81
82 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
83 float PlayRate = 1.0f;
84
85 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
86 bool ScaleTurnAngle = true;
87};
88
89USTRUCT(BlueprintType)
91{
92 GENERATED_BODY()
93
94 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
95 FRotator AimingRotation = FRotator::ZeroRotator;;
96
97 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
98 FRotator CharacterActorRotation = FRotator::ZeroRotator;;
99
100 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
101 FVector Velocity = FVector::ZeroVector;
102
103 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
104 FVector RelativeVelocityDirection = FVector::ZeroVector;;
105
106 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
107 FVector Acceleration = FVector::ZeroVector;;
108
109 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
110 FVector MovementInput = FVector::ZeroVector;;
111
112 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
113 bool bIsMoving = false;
114
115 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
116 bool bIsFlying = false;
117
118 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
119 bool bHasMovementInput = false;
120
121 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
122 float Speed = 0.0f;
123
124 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
125 float MovementInputAmount = 0.0f;
126
127 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
128 float AimYawRate = 0.0f;
129
130 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
131 float ZoomAmount = 0.0f;
132
133 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
135
136 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Character Information")
138};
139
140
141//@TEST New Var to help with interface optimization
142USTRUCT(BlueprintType)
144{
145 GENERATED_BODY()
146
148 FRotator ActorRotation;
149 int32 OverlayOverrideState;
150 FALSMovementState MovementState;
151 FALSMovementAction MovementAction;
153 FALSRotationMode RotationMode;
155 FALSOverlayState OverlayState;
156 FALSGroundedEntryState GroundedEntryState;
157};
158
159
160
161USTRUCT(BlueprintType)
163{
164 GENERATED_BODY()
165
166 UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = "ALS|Anim Graph - Grounded")
167 EALSHipsDirection TrackedHipsDirection = EALSHipsDirection::F;
168
169 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
170 bool bShouldMove = false; // Should be false initially
171
172 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
173 bool bRotateL = false;
174
175 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
176 bool bRotateR = false;
177
178 UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = "ALS|Anim Graph - Grounded")
179 bool bPivot = false;
180
181 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
182 float RotateRate = 1.0f;
183
184 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
185 float RotationScale = 0.0f;
186
187 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
188 float DiagonalScaleAmount = 0.0f;
189
190 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
191 float WalkRunBlend = 0.0f;
192
193 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
194 float StandingPlayRate = 1.0f;
195
196 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
197 float CrouchingPlayRate = 1.0f;
198
199 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
200 float StrideBlend = 0.0f;
201
202 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
203 float FYaw = 0.0f;
204
205 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
206 float BYaw = 0.0f;
207
208 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
209 float LYaw = 0.0f;
210
211 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Grounded")
212 float RYaw = 0.0f;
213};
214
215USTRUCT(BlueprintType)
217{
218 GENERATED_BODY()
219
220 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - In Air")
221 bool bJumped = false;
222
223 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - In Air")
224 float JumpPlayRate = 1.2f;
225
226 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - In Air")
227 float FallSpeed = 0.0f;
228
229 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - In Air")
230 float LandPrediction = 1.0f;
231};
232
233USTRUCT(BlueprintType)
235{
236 GENERATED_BODY()
237
238 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
239 FRotator SmoothedAimingRotation = FRotator::ZeroRotator;
240
241 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
242 FRotator SpineRotation = FRotator::ZeroRotator;
243
244 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
245 FVector2D AimingAngle = FVector2D::ZeroVector;
246
247 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
248 float AimSweepTime = 0.5f;
249
250 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
251 float InputYawOffsetTime = 0.0f;
252
253 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
254 float ForwardYawTime = 0.0f;
255
256 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
257 float LeftYawTime = 0.0f;
258
259 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Aiming Values")
260 float RightYawTime = 0.0f;
261};
262
263USTRUCT(BlueprintType)
265{
266 GENERATED_BODY()
267
268 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
269 int32 OverlayOverrideState = 0;
270
271 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
272 float EnableAimOffset = 1.0f;
273
274 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
275 float BasePose_N = 1.0f;
276
277 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
278 float BasePose_CLF = 0.0f;
279
280 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
281 float Arm_L = 0.0f;
282
283 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
284 float Arm_L_Add = 0.0f;
285
286 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
287 float Arm_L_LS = 0.0f;
288
289 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
290 float Arm_L_MS = 0.0f;
291
292 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
293 float Arm_R = 0.0f;
294
295 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
296 float Arm_R_Add = 0.0f;
297
298 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
299 float Arm_R_LS = 0.0f;
300
301 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
302 float Arm_R_MS = 0.0f;
303
304 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
305 float Hand_L = 0.0f;
306
307 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
308 float Hand_R = 0.0f;
309
310 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
311 float Legs = 0.0f;
312
313 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
314 float Legs_Add = 0.0f;
315
316 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
317 float Pelvis = 0.0f;
318
319 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
320 float Pelvis_Add = 0.0f;
321
322 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
323 float Spine = 0.0f;
324
325 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
326 float Spine_Add = 0.0f;
327
328 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
329 float Head = 0.0f;
330
331 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
332 float Head_Add = 0.0f;
333
334 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
335 float EnableHandIK_L = 1.0f;
336
337 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Layer Blending")
338 float EnableHandIK_R = 1.0f;
339};
340
341USTRUCT(BlueprintType)
343{
344 GENERATED_BODY()
345
346 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
347 float FootLock_L_Alpha = 0.0f;
348
349 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
350 float FootLock_R_Alpha = 0.0f;
351
352 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
353 bool UseFootLockCurve_L = false;
354
355 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
356 bool UseFootLockCurve_R = false;
357
358 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
359 FVector FootLock_L_Location = FVector::ZeroVector;
360
361 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
362 FVector TargetFootLock_R_Location = FVector::ZeroVector;
363
364 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
365 FVector FootLock_R_Location = FVector::ZeroVector;
366
367 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
368 FRotator TargetFootLock_L_Rotation = FRotator::ZeroRotator;
369
370 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
371 FRotator FootLock_L_Rotation = FRotator::ZeroRotator;
372
373 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
374 FRotator TargetFootLock_R_Rotation = FRotator::ZeroRotator;
375
376 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
377 FRotator FootLock_R_Rotation = FRotator::ZeroRotator;
378
379 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
380 FVector FootOffset_L_Location = FVector::ZeroVector;
381
382 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
383 FVector FootOffset_R_Location = FVector::ZeroVector;
384
385 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
386 FRotator FootOffset_L_Rotation = FRotator::ZeroRotator;
387
388 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
389 FRotator FootOffset_R_Rotation = FRotator::ZeroRotator;
390
391 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
392 FVector PelvisOffset = FVector::ZeroVector;
393
394 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "ALS|Anim Graph - Foot IK")
395 float PelvisAlpha = 0.0f;
396};
397
398USTRUCT(BlueprintType)
400{
401 GENERATED_BODY()
402
403 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
404 float TurnCheckMinAngle = 45.0f;
405
406 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
407 float Turn180Threshold = 130.0f;
408
409 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
410 float AimYawRateLimit = 50.0f;
411
412 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
413 float ElapsedDelayTime = 0.0f;
414
415 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
416 float MinAngleDelay = 0.f;
417
418 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
419 float MaxAngleDelay = 0.75f;
420
421 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
423
424 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
426
427 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
428 FALSTurnInPlaceAsset N_TurnIP_L180;
429
430 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
431 FALSTurnInPlaceAsset N_TurnIP_R180;
432
433 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
434 FALSTurnInPlaceAsset CLF_TurnIP_L90;
435
436 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
437 FALSTurnInPlaceAsset CLF_TurnIP_R90;
438
439 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
440 FALSTurnInPlaceAsset CLF_TurnIP_L180;
441
442 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Turn In Place")
443 FALSTurnInPlaceAsset CLF_TurnIP_R180;
444};
445
446USTRUCT(BlueprintType)
448{
449 GENERATED_BODY()
450
451 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
452 float RotateMinThreshold = -50.0f;
453
454 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
455 float RotateMaxThreshold = 50.0f;
456
457 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
458 float AimYawRateMinRange = 90.0f;
459
460 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
461 float AimYawRateMaxRange = 270.0f;
462
463 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
464 float MinPlayRate = 1.15f;
465
466 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Rotate In Place")
467 float MaxPlayRate = 3.0f;
468};
469
470USTRUCT(BlueprintType)
472{
473 GENERATED_BODY()
474
475 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
476 float AnimatedWalkSpeed = 150.0f;
477
478 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
479 float AnimatedRunSpeed = 350.0f;
480
481 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
482 float AnimatedSprintSpeed = 600.0f;
483
484 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
485 float AnimatedCrouchSpeed = 150.0f;
486
487 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
488 float VelocityBlendInterpSpeed = 12.0f;
489
490 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
491 float GroundedLeanInterpSpeed = 4.0f;
492
493 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
494 float InAirLeanInterpSpeed = 4.0f;
495
496 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
497 float SmoothedAimingRotationInterpSpeed = 10.0f;
498
499 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
500 float InputYawOffsetInterpSpeed = 8.0f;
501
502 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
503 float TriggerPivotSpeedLimit = 200.0f;
504
505 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
506 float FootHeight = 13.5f;
507
509 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
510 float DynamicTransitionThreshold = 8.0f;
511
512 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
513 float IK_TraceDistanceAboveFoot = 50.0f;
514
515 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ALS|Main Configuration")
516 float IK_TraceDistanceBelowFoot = 45.0f;
517};
EALSViewMode
Definition ALSCharacterEnumLibrary.h:119
EALSHipsDirection
Definition ALSCharacterEnumLibrary.h:150
EALSMovementState
Definition ALSCharacterEnumLibrary.h:55
Definition ALSAnimationStructLibrary.h:91
Definition ALSAnimationStructLibrary.h:472
Definition ALSAnimationStructLibrary.h:235
Definition ALSAnimationStructLibrary.h:343
Definition ALSAnimationStructLibrary.h:163
Definition ALSAnimationStructLibrary.h:217
Definition ALSAnimationStructLibrary.h:265
Definition ALSAnimationStructLibrary.h:448
Definition ALSAnimationStructLibrary.h:400
Definition ALSAnimationStructLibrary.h:144
Definition ALSAnimationStructLibrary.h:19
Definition ALSStructEnumLibrary.h:237
Definition ALSStructEnumLibrary.h:416
Definition ALSAnimationStructLibrary.h:40
Definition ALSStructEnumLibrary.h:187
Definition ALSStructEnumLibrary.h:14
Definition ALSStructEnumLibrary.h:283
Definition ALSStructEnumLibrary.h:99
Definition ALSStructEnumLibrary.h:64
Definition ALSAnimationStructLibrary.h:70
Definition ALSAnimationStructLibrary.h:52