#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "EnemyAnimInstance.h" #include "SimpleMovingEnemyAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class USimpleMovingEnemyAnimInstance : public UEnemyAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float Speed; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector Velocity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float WalkCycleSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float StartMovingSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float StopMovingSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float WalkCycleMinRate; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float WalkCyclePlayRate; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float MeshScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsMoving; public: USimpleMovingEnemyAnimInstance(); UFUNCTION(BlueprintCallable) void SetMeshScale(float NewScale); UFUNCTION(BlueprintCallable, BlueprintPure) bool IsNotMoving() const; };