#pragma once #include "CoreMinimal.h" #include "Animation/AnimInstance.h" #include "ConvertedRobotTurretAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class UConvertedRobotTurretAnimInstance : public UAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ReplaceBurstAttack; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsFiringGrenades; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsDoingSpecialAttack; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ShouldFireBullets; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool StopFiringBullets; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ShouldCannonDeploy; public: UConvertedRobotTurretAnimInstance(); };