DRG-Femboy-Voice/Source/FSD/Public/ItemCharacterAnimationSet.h
2025-04-15 12:39:31 -07:00

150 lines
5.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "ItemLoadoutAnimations.h"
#include "ItemCharacterAnimationSet.generated.h"
class UAnimMontage;
class UAnimSequence;
class UBlendSpace1D;
class UItemCharacterAnimationSet;
UCLASS(Blueprintable)
class UItemCharacterAnimationSet : public UDataAsset {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* FP_Idle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_InspectWeapon;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* FP_Walk;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* FP_Sprint;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_JumpStart_Montage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* FP_JumpStart;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* FP_JumpLoop;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* FP_JumpLand;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* FP_JumpLand_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* FP_Downed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBlendSpace1D* TP_LookUpDown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBlendSpace1D* TP_LookUpDown_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Sprint;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Idle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Idle_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_LookForward;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_LookForward_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_JumpStart;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_JumpStart_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_JumpLoop;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_JumpLoop_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* TP_JumpLand;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Walk_Forward;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Walk_Forward_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Run_Forward;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Run_Forward_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Walk_Right;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Walk_Right_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Run_Right;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Run_Right_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Walk_Left;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Walk_Left_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Run_Left;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Run_Left_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Walk_Back;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Walk_Back_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Run_Back;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Run_Back_Aim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Revived;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Downed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequence* TP_Downed_Loop;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FItemLoadoutAnimations LoadoutAnimations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CameraOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemCharacterAnimationSet* ParentSet;
UItemCharacterAnimationSet();
};