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UDefenceAnimInstance Class Reference

#include <DefenceAnimInstance.h>

Inheritance diagram for UDefenceAnimInstance:

Public Member Functions

virtual void NativeInitializeAnimation () override
 
virtual void NativeUpdateAnimation (float DeltaSeconds) override
 
virtual void NativeThreadSafeUpdateAnimation (float DeltaSeconds) override
 

Public Attributes

FRotator TargetRotation = FRotator::ZeroRotator
 
bool bUpsideDown = false
 
IDefencePawnAnimDefencePawn = nullptr
 

Member Function Documentation

◆ NativeInitializeAnimation()

void UDefenceAnimInstance::NativeInitializeAnimation ( )
overridevirtual
7{
8 Super::NativeInitializeAnimation();
9 if(TryGetPawnOwner() != nullptr)
10 {
11 IDefencePawnAnim* DefencePawnAnim = Cast<IDefencePawnAnim>(TryGetPawnOwner());
12 if(DefencePawnAnim != nullptr)
13 {
14 DefencePawn = DefencePawnAnim;
16 }
17 }
18}
Definition DefencePawnAnim.h:20
virtual bool GetIsUpsideDown() const =0
bool bUpsideDown
Definition DefenceAnimInstance.h:28
IDefencePawnAnim * DefencePawn
Definition DefenceAnimInstance.h:30

◆ NativeThreadSafeUpdateAnimation()

void UDefenceAnimInstance::NativeThreadSafeUpdateAnimation ( float DeltaSeconds)
overridevirtual
26{
27 Super::NativeThreadSafeUpdateAnimation(DeltaSeconds);
28 if(DefencePawn != nullptr)
29 {
31 //@TODO Does it need to be check every second? in a ship could be moved to upside down?
32 //bUpsideDown = DefencePawn->GetIsUpsideDown();
33 }
34}
virtual FRotator GetTargetRotation() const =0
FRotator TargetRotation
Definition DefenceAnimInstance.h:26

◆ NativeUpdateAnimation()

void UDefenceAnimInstance::NativeUpdateAnimation ( float DeltaSeconds)
overridevirtual
21{
22 Super::NativeUpdateAnimation(DeltaSeconds);
23}

Member Data Documentation

◆ bUpsideDown

bool UDefenceAnimInstance::bUpsideDown = false

◆ DefencePawn

IDefencePawnAnim* UDefenceAnimInstance::DefencePawn = nullptr

◆ TargetRotation

FRotator UDefenceAnimInstance::TargetRotation = FRotator::ZeroRotator

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