#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "Animation/AnimInstance.h" #include "EVanitySlot.h" #include "VanityAnimEffect.h" #include "VanityAnimInstance.generated.h" UCLASS(Blueprintable, NonTransient) class UVanityAnimInstance : public UAnimInstance { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EVanitySlot VanitySlot; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool ArmorCoversBeard; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector ArmorChestThickness; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FRotator ArmorChestRotation; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector ExternalForce; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ExternalForceMultiplier; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxForce; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray VanityAnimEffects; public: UVanityAnimInstance(); protected: UFUNCTION(BlueprintCallable) void UpdateMeshes(); };