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UCustomCharacterAnimInstance Class Reference

#include <CustomCharacterAnimInstance.h>

Inheritance diagram for UCustomCharacterAnimInstance:
UALSCharacterAnimInstance ICustomAnimInstance IALSAnimInterface

Additional Inherited Members

- Public Member Functions inherited from UALSCharacterAnimInstance
virtual void NativeInitializeAnimation () override
 
virtual void NativeBeginPlay () override
 
virtual void NativeUpdateAnimation (float DeltaSeconds) override
 
virtual void NativeThreadSafeUpdateAnimation (float DeltaSeconds) override
 
void PlayTransition (const FALSDynamicMontageParams &Parameters)
 
void PlayTransitionChecked (const FALSDynamicMontageParams &Parameters)
 
void PlayDynamicTransition (float ReTriggerDelay, FALSDynamicMontageParams Parameters)
 
void OnJumped ()
 
void OnPivot ()
 
virtual void SetFiringWeapon (const bool bValue) override
 
virtual void SetRecoilTransform (const FTransform &Transform) override
 
virtual void SetPivotPoint (const FTransform &Transform) override
 
virtual void DisableFootIK (const float DelayTime) override
 
virtual void SetInjured (const EBodyPartName BodyPartName, const float InjuredAmount) override
 
void OnDisableFootIK (const float DelayTime)
 
void OnInjured (const EBodyPartName BodyPartName, const float InjuredAmount)
 
bool GetFiringWeapon () const
 
virtual void SetEssentialInfo (const FALSAnimValues &Value) override
 
virtual void SetOptimize (const bool bValue) override
 
virtual void SetMovementState (const FALSMovementState &Value) override
 
virtual void SetOverlayOverrideState (const int32 Value) override
 
virtual void SetGait (const FALSGait &Value) override
 
virtual void SetStance (const FALSStance &Value) override
 
virtual void SetViewMode (const EALSViewMode Value) override
 
virtual void SetOverlayState (const FALSOverlayState &Value) override
 
virtual void SetNewGroundedEntryState (const FALSGroundedEntryState &Value) override
 
virtual void SetRotationMode (const FALSRotationMode Value) override
 
FRotator GetRecoilRotation () const
 
FVector GetPivotPointLocation () const
 
bool GetShouldOverlayStateUsePRASIK () const
 
 UPROPERTY (VisibleDefaultsOnly, BlueprintReadOnly, Category="Read Only Data|Character Information", Meta=(ShowOnlyInnerProperties)) FALSAnimCharacterInformation CharacterInformation
 
 UPROPERTY (VisibleDefaultsOnly, BlueprintReadOnly, Category="Read Only Data|Anim Graph - Grounded", Meta=(ShowOnlyInnerProperties)) FALSAnimGraphGrounded Grounded
 
 UPROPERTY (VisibleDefaultsOnly, BlueprintReadOnly, Category="Read Only Data|Anim Graph - In Air", Meta=(ShowOnlyInnerProperties)) FALSAnimGraphInAir InAir
 
 UPROPERTY (VisibleDefaultsOnly, BlueprintReadOnly, Category="Read Only Data|Anim Graph - Aiming Values", Meta=(ShowOnlyInnerProperties)) FALSAnimGraphAimingValues AimingValues
 
 UPROPERTY (VisibleDefaultsOnly, BlueprintReadOnly, Category="Read Only Data|Anim Graph - Layer Blending", Meta=(ShowOnlyInnerProperties)) FALSAnimGraphLayerBlending LayerBlendingValues
 
 UPROPERTY (VisibleDefaultsOnly, BlueprintReadOnly, Category="Read Only Data|Anim Graph - Foot IK", Meta=(ShowOnlyInnerProperties)) FALSAnimGraphFootIK FootIKValues
 
 UPROPERTY (EditDefaultsOnly, BlueprintReadOnly, Category="Configuration|Turn In Place", Meta=(ShowOnlyInnerProperties)) FALSAnimTurnInPlace TurnInPlaceValues
 
 UPROPERTY (EditDefaultsOnly, BlueprintReadOnly, Category="Configuration|Rotate In Place", Meta=(ShowOnlyInnerProperties)) FALSAnimRotateInPlace RotateInPlace
 
 UPROPERTY (EditDefaultsOnly, BlueprintReadOnly, Category="Configuration|Main Configuration", Meta=(ShowOnlyInnerProperties)) FALSAnimConfiguration Config
 
- Public Attributes inherited from UALSCharacterAnimInstance
bool bOptimize = false
 
TObjectPtr< AALSBaseCharacterCharacter = nullptr
 
FALSMovementState MovementState = EALSMovementState::None
 
FALSMovementAction MovementAction = EALSMovementAction::None
 
FALSRotationMode RotationMode = EALSRotationMode::VelocityDirection
 
FALSGait Gait = EALSGait::Walking
 
FALSStance Stance = EALSStance::Standing
 
FALSOverlayState OverlayState = EALSOverlayState::Default
 
FALSVelocityBlend VelocityBlend
 
FALSLeanAmount LeanAmount
 
FVector RelativeAccelerationAmount = FVector::ZeroVector
 
FALSGroundedEntryState GroundedEntryState = EALSGroundedEntryState::None
 
FALSMovementDirection MovementDirection = EALSMovementDirection::Forward
 
FVector2D SmoothedAimingAngle = FVector2D::ZeroVector
 
float FlailRate = 0.0f
 
TObjectPtr< UCurveFloat > DiagonalScaleAmountCurve = nullptr
 
TObjectPtr< UCurveFloat > StrideBlend_N_Walk = nullptr
 
TObjectPtr< UCurveFloat > StrideBlend_N_Run = nullptr
 
TObjectPtr< UCurveFloat > StrideBlend_C_Walk = nullptr
 
TObjectPtr< UCurveFloat > LandPredictionCurve = nullptr
 
TObjectPtr< UCurveFloat > LeanInAirCurve = nullptr
 
TObjectPtr< UCurveVector > YawOffset_FB = nullptr
 
TObjectPtr< UCurveVector > YawOffset_LR = nullptr
 
TObjectPtr< UAnimSequenceBase > TransitionAnim_R = nullptr
 
TObjectPtr< UAnimSequenceBase > TransitionAnim_L = nullptr
 
FName IkFootL_BoneName = FName(TEXT("ik_foot_l"))
 
FName IkFootR_BoneName = FName(TEXT("ik_foot_r"))
 
FVector GunOffset = FVector::ZeroVector
 
FTransform RecoilTransform
 
FTransform PivotPoint
 
bool bFiringWeapon = false
 
EBodyPartName InjuredBodyPart = EBodyPartName::Pelvis
 
float InjuredAlpha = 0.0f
 
- Protected Member Functions inherited from UALSCharacterAnimInstance
void SetTrackedHipsDirection (EALSHipsDirection HipsDirection)
 
void SetGroundedEntryState (EALSGroundedEntryState NewState)
 
bool ShouldMoveCheck () const
 
bool CanRotateInPlace () const
 
bool CanTurnInPlace () const
 
bool CanDynamicTransition () const
 

The documentation for this class was generated from the following file: