#pragma once #include "CoreMinimal.h" #include "Animation/AnimInstance.h" #include "TestAnimInstanceProxy.h" #include "TestAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class UTestAnimInstance : public UAnimInstance { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FTestAnimInstanceProxy AnimInstanceProxy; 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 MeshScale; UTestAnimInstance(); };