31 static UStoredData* FindDataAsset(
const FString& SlotName,
const UWorld*
const World);
34 void SaveData(UPackage* Package,
const FString& SlotName);
40 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category =
"Input")
41 FVector2D PitchAim = FVector2D::ZeroVector;
49 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
50 FVector4 YawAim = FVector4(0, 0, 0, 0);
58 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
59 FVector4 RollAim = FVector4(0, 0, 0, 0);
65 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
66 FVector2D PitchHip = FVector2D::ZeroVector;
74 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
75 FVector4 YawHip = FVector4(0, 0, 0, 0);
83 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
84 FVector4 RollHip = FVector4(0, 0, 0, 0);
90 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
91 FVector2D KickAim = FVector2D::ZeroVector;
97 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
98 FVector2D KickAimR = FVector2D::ZeroVector;
104 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
105 FVector2D KickAimUp = FVector2D::ZeroVector;
111 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
112 FVector2D KickHip = FVector2D::ZeroVector;
118 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
119 FVector2D KickHipR = FVector2D::ZeroVector;
125 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Input")
126 FVector2D KickHipUp = FVector2D::ZeroVector;
129 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
130 FRotator SmoothRot = FRotator::ZeroRotator;
133 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
134 FVector SmoothLoc = FVector::ZeroVector;
137 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
138 FRotator MultiRot = FRotator(1.f, 1.f, 1.f);
141 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
142 FVector MultiLoc = FVector(1.f, 1.f, 1.f);
145 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Smoothing")
146 bool bSmoothRoll = false;
148 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Noise 2D Layer")
149 FVector2D Noise2DTarget = FVector2D::ZeroVector;
151 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Noise 2D Layer")
152 FVector2D Noise2DAccel = FVector2D::ZeroVector;
154 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Noise 2D Layer")
155 FVector2D Noise2DZero = FVector2D::ZeroVector;
157 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Noise 2D Layer")
158 float NoiseAimScalar = 1.f;
160 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Pushback")
161 float Pushback = 0.f;
163 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Pushback")
164 float PushbackZero = 0.f;
166 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Pushback")
167 float PushbackAccel = 0.f;
169 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Progression")
172 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Progression")
175 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Progression")
176 float ProgressAimAlpha = 0.f;
179 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Timeline")
180 float PlaybackOffset = 0.f;
182 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Timeline")
183 float PlayRate = 1.f;
186 FString GetPackagePath(const FString& SlotName) const;