#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "PlayerAnimInstance.h" #include "PlayerFPAnimInstance.generated.h" class UAnimSequence; UCLASS(Blueprintable, NonTransient) class UPlayerFPAnimInstance : public UPlayerAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRotator WeaponRecoil; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float HeadBobScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float WeaponSwayRecoverySpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float WeaponSwayAlphaRecoverySpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRotator WeaponSwayAngle; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float WeaponSwayMaxAngle; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRotator CameraAntiSwayAngle; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float WeaponSwayAlpha; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float WeaponSwayToApply; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector CameraOffset; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector NegativeCameraOffset; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool HeadOnlyMode; public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FRotator HeadRotation; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimSequence* FP_Idle; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimSequence* FP_Walk; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimSequence* FP_Sprint; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimSequence* FP_JumpStart; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimSequence* FP_JumpLoop; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimSequence* FP_JumpLand; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimSequence* FP_JumpLand_Aim; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UAnimSequence* FP_Downed; public: UPlayerFPAnimInstance(); };