#pragma once #include "CoreMinimal.h" #include "Animation/AnimInstance.h" #include "GameEventAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class UGameEventAnimInstance : public UAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float StageProgress; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsEventActive; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool AreEventStartersActive; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool EventFailed; public: UGameEventAnimInstance(); };