#pragma once #include "CoreMinimal.h" #include "EGrabberState.h" #include "SimpleMovingEnemyAnimInstance.h" #include "FlyingLifterAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class UFlyingLifterAnimInstance : public USimpleMovingEnemyAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool HasGrabbedPlayer; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ToChaseLock; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ChaseToWanderLock; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ToCarryLock; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) EGrabberState GrabberState; public: UFlyingLifterAnimInstance(); };