#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Animation/AnimInstance.h" #include "ERivalBombNodeState.h" #include "RivalBombNodeAniminstance.generated.h" UCLASS(Blueprintable, NonTransient) class URivalBombNodeAniminstance : public UAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsActive; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsFailed; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool isDone; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FRotator Rotation; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float StartOffset; public: URivalBombNodeAniminstance(); UFUNCTION(BlueprintCallable) void SetRivalBombNodeState(ERivalBombNodeState NewState); };